GGXRD-R2/Axl Low: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{Overview/navigation|okizeme=true}}
!Axl Low
<div id="home-content" class="home-grid">
|-
{{card|width=4|height=1
||
|header=Overview
[[File:GGXRD-R_Axl_Portrait.png|350x500px|center]]
|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.
|-
 
||{{CharData-GGXRD-R2
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.
|defense=x1.06
}}
|guts=1
{{GGXRD-R2/Infobox
|stun=60
| fastestAttack = [[#5K|5K]] (6F), [[#214214S|214214S]] (5F)
|weight=Medium
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)
|jumpStartup=4F
}}
|backdashTime=16F
{{ProsAndCons
|backdashInv=1-8F
|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).
}}
}}
;Movement Options
*Double Jump, 1 Air Dash, Dash Type: Run
|}
{{CharNav |charMainPage=GGXRD-R2/Axl_Low
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_AX.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/283-axl-low/ }}
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{{TOC limit|2}}
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</div>


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==Normal Moves==
<div style="height:225px; width:1px;">
===<big>{{clr|1|5P}}</big>===
  &nbsp;
{{GGXRD-R2 Move Card
</div>
|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.
 
{{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}}.


<br />
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}}).
==Backstory==
Axl originally lived in the 20th century, about 150 years before the events of main storyline. During this period, he fell in love with a girl named Megumi. He grew up in the slums and eventually found himself in the middle of a gang war. Thanks to his strength, he was able to put an end to the conflict in six months (with no casualties). It was sometime after this victory when Axl was forced to go through his first time slip into the 22nd century. Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them. <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.


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.
*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.


==Overview==
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}
Axl is the resident zoner of Xrd and while his chains may remind you of the limbs of a certain fire-breathing yoga master, he has the tools to rumble with opponents at any range instead of relying purely on keep-away tactics. If you can react to (and predict) opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). His ability to easily convert the anti-air hits into highly damaging combos with loads of corner carry is also second to none. If the opponent remains grounded, Axl's Rensengeki is an extremely potent keep-away tool that rips through opposing projectiles, has a built-in anti-air follow-up, and can be YRC'd into a lightning-fast projectile to control any approach with ease during the YRC slowdown. <br/>
}}
Axl's main weakness is his lack of offensive momentum; although his frame trap game is decent, his mixups options on okizeme and blockstrings are much less oppressive than most of the cast, meaning he must often grind out his wins in the neutral game instead of riding a single hit to victory. In addition, most of his long-range pokes extend their hurtboxes dramatically, making Axl exceptionally vulnerable on the lengthy active and recovery frames. However, with a great low-profile 2K, a fully invincible DP, and 4-frame parries, Axl is far from helpless once the opponent gets in, so if hitting the opponent for 40% of their life off of a single anti-air sounds appealing, give this goofy time-traveler a try!


===Strengths===
===<big>{{clr|2|5K}}</big>===
*Long-reaching normals and specials that allows pressuring and damaging the opponent at any range
{{GGXRD-R2 Move Card
*Strong anti-air game that leads to big damage and/or knockdown
|input=5K
*High average damage with low execution barrier
|description=
*Good combo convertion ability, both without and with 50% meter
A standing kick that's the closest thing Axl has to a typical jab function.
*Rensen YRC: a top class pressure and neutral tool in the form of beam-like projectile
*Benten: a meterless full-invuln DP that makes opponents think twice about their offensive patterns


===Weaknesses===
{{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.
*Normals and specials are slow and situational; covering the wrong angle and range leaves you extremely vulnerable
*Poor mobility, especially in the air; escaping from the corner is difficult without meter or hard reads
*Pressure is very reliant on plain frame traps and throws; the unorthodox mixup moves are slow and/or risky
*No quick (<6F) or self-canceling normals for easy abare, hitconfirming, and burst baiting.
*Needs mastering very different gameplans for all sorts of matchups to play effectively at higher skill levels
<br clear=all/>


==Normal Moves==
*Can go over some low attacks because of no hurtbox beneath the kick.
======<font style="visibility:hidden" size="0">5P</font>======
[[/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}}
{{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=
{{AttackData-GGXRD-R2
|damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
|cancel=S |roman=YRP |startup=7 |active=6 |recovery=19 |frameAdv=-11 |inv=
|description=A long-reaching horizontal chain attack.
*Best used as a pre-emptive anti-air against jumps and low airdashes; gatlings into 2S and 6K for combos on normal hit.
*Obviously whiffs on crouching opponents, but also on many running characters and traveling special moves (eg. Ram's Daruo) so use carefully at neutral.
*Counterhit can be comboed with Rensen, Haitaka, or RRC'd into IAD approaches.
*Tags many characters out of their projectiles and other setups from almost full screen.
*Important tool against characters that like to jump a lot, have fullscreen projectiles and can not run under it (eg. I-No and Zato).
*Like all long chain normals, the hurtbox travels along the hitbox; beware of big counterhits like falling j.D or Bandit Bringer.
}}
}}
}}


======<font style="visibility:hidden" size="0">5K</font>======
===<big>{{clr|3|c.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K
|input=c.S
|image=GGXRD_Axl_5K.png
|description=
|caption=Your fastest normal
An upward sickle attack commonly used in combos and pressure.
|data=
 
{{AttackData-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.
|damage=16 |tension=264 |risc=7 |prorate= |level=1 |guard=Mid
 
|cancel=S |roman=YRP |startup=6 |active=3 |recovery=12 |frameAdv=-3 |inv=
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=A standing kick that act's as Axl's jab.
 
*Most common starter for pressure and combos since it's Axl's fastest normal and has good gatlings (eg. c.S, 2D, 3P, 2P, 5P, 2S).
*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
*Great mid-range poke because the range and hitbox is much better than average 5Ps and 2Ps, and the startup is much faster than average 6Ps and f.Ses.  
[[/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}}
*Quite strong against low attacks (eg. average 2Ks) because the hurtbox doesn't extend on ground level.
*While it has no invulns, it's quick enough to act as a last chance antiair, though you should really use 6P instead.
}}
}}
}}


======<font style="visibility:hidden" size="0">c.S</font>======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=c.S
|input=f.S
|image=GGXRD_Axl_c.S.png
|description=
|caption=Useful for combos/blockstrings/what have you
A mid-range poke with great range and good startup. Decently strong round start option.
|data=
 
{{AttackData-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.
|damage=28 |tension=384 |risc=6 |prorate= |level=3 |guard=Mid
 
|cancel=SJ |roman=YRP |startup=7 |active=6 |recovery=10 |frameAdv=+1 |inv=
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.
|description=Literally a close slash made with a sickle.
*Long cancel window, which makes going into Rensen YRC very easy from this normal.
*Long active frames, jump cancel, and good vertical hitbox.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}
*Has all relevant gatling options from lows and overheads to frametraps and anti-air confirms, which makes it by far your most important normal in blockstrings and combos.  
*Usually canceled from 5K/2K with run momentum in pressure because without them it's hard to get close enough with Axl's slow run speed.
*Good choice for throw OS since it's faster than 6P and has much better hitbox vertically (hitting both jumps and low-profiles); beware of accidental Rensen (block [4] into 6S+H).
*Can be used to cover the vertical blindspot of 2S as an antiair, but the higher hitbox takes 9 frames to come out without any upperbody invulns, so you should really use airthrow instead.
}}
}}
}}


======<font style="visibility:hidden" size="0">f.S</font>======
===<big>{{clr|4|5H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=f.S
|input=5H
|image=GGXRD_Axl_f.S.png
|description=
|caption=Good for people running at you
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.
|data=
 
{{AttackData-GGXRD-R2
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.
|damage=33 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
 
|cancel=S |roman=YRP |startup=9 |active=3 |recovery=22 |frameAdv=-11 |inv=
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}.  
|description=A mid-range poke with great range and good startup.
*Air CH has significant untech time.  
*Staggers on counterhit, but on normal hit it's hard to combo into anything (except Kairagi) because of the short hitstun and Rensen's projectile travel time.
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.
*Extends your hurtbox forwards (like f.S of all characters) and the long recovery leaves you very vulnerable on whiff (eg. on round start, loses to most jump-ins).
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
*Gatlings only to 5H, 5D and 2S, so it's not the greatest option in blockstrings.
*Huge cancel window which makes executing Rensen YRC very easy.
*While the startup is relatively fast for its range, many character's have faster f.S and/or 2S with slightly smaller range so using it at round start is not the best option.
}}
}}
}}


======<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
|description=
|caption=For frame traps, catching jumps, or letting your opponent know you screwed up a throw attempt
The universal overhead with a slow and very visible startup.
|data=
 
{{AttackData-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.
|damage=42 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
|cancel=S |roman=YRP |startup=16 |active=4 |recovery=17 |frameAdv=-2 |inv=
|description=Slow swing with surprisingly good range.  
*Most commonly done after c.S, where it either is or isn't a frametrap depending on block type (standing, crouching, IB/normal/FD).
*Counter hit allows combos with 5D (hard to react cancel) or 5K (easy to react link). Air CH allows combos with 5P, 2S or even 6K.
*Rev2 extended the cancel window; frametraps with 2D and Rensen (and even Rensen YRC) are now possible.
*Little bit of upper-body invincibility, but the feet and lower torso hurtboxes extend significantly forward.
*First two active frames hit higher while latter two hit lower; some characters (eg. Pot, Chipp) can make 5H drop a combo from c.S because the first frames don't hit their hitstun hurtbox/animation that reels back.
}}
}}
}}


======<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
|description=
|caption=Axl Low: FFIX King of Jump Rope
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.
|data=
 
{{AttackData-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.
|damage=25 |tension=384 |risc=20 |prorate=80 |level=3 |guard=High
 
|cancel= |roman=YRP |startup=26 |active=6 |recovery=15 |frameAdv=-4 |inv=17~25 Foot
*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=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, short recovery (making it usually safe on block) and loads of normals to gatling from.
*Air counterhit can link into 5P for a big combo.  
*Considering a normal hit leads to decent combos and a normal block pushes you to safe distance, the risk-reward is very good when compared to 6H, Raiei, and Rashousen.
*Lower-body invuln between frames 17-25.
}}
}}
}}


======<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
|description=
|caption=One of the game's weaker 6Ps
A slowish all-purpose low poke with good range and recovery.
|data=
 
{{AttackData-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.
|damage=32 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
 
|cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=16 |frameAdv=-5 |inv=1~11 Upper Body
*Counter hit launches the opponent, which can be followed up with a combo.  
|description=A backfist with specialized properties.  
[[/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 invulns with a hitbox that's great against IADs and other low-altitude horizontal approaches.  
*Counterhit launches the opponent for IAD j.H > j.D or Raiei combos which have great damage and corner carry.
*Whiffs easily on many crouching hurtboxes (eg. May, Elphelt, Faust) and has gatling options inferior to c.S, so its uses in regular blockstrings are very limited.
}}
}}
}}


======<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
|description=
|caption=Usually used more as a read than as a reaction anti-air
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.
|data=
 
{{AttackData-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.
|damage=22,18 |tension=384,264 |risc=4,6 |prorate= |level=3,2 |guard=Mid,Mid
 
|cancel=SJ |roman=YRP |startup=11 |active=5(2)8 |recovery=15 |frameAdv=-5 |inv=
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=A slow diagonal anti-air with great range.
 
*Hits twice, second hit vacuums, and it's jump cancelable from either hit.
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.
*Slow startup and your hurtbox traveling along the chain means you should use it as a pre-emptive read (as opposed to jump-in or IAD reaction).  
[[/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 (high) jump cancel into j.6P further away.
**Great option against IAD YRC attempts since it remains active throughout the YRC invulns. 
*If the opponent FDs it in the air, you can gatling into 6H for pressure, special cancel into Rensen for forcing a block, or jump cancel for movement options.
}}
}}
}}


======<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
|description=
|caption=YAHOO!
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.
|data=
 
{{AttackData-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.
|damage=46 |tension=384 |risc=6 |prorate=80 |level=4 |guard=High
 
|cancel= |roman=YRP |startup=23 |active=9 |recovery=9 |frameAdv=+1 |inv=11~31 Airborne
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=A leaping overhead with long startup and active frames.  
 
*Counterhit gives you a huge groundbounce for big combos; RRC on normal hit gives you a small ground combo into Rensen knockdown, or 5D into Dust combos for better damage.  
*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 (smallest gap after block), but c.S and 3P are also good choices because people are expecting lows like 2D, 2H, and 2P after them.  
*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 lows and prevent throws, though it loses to most throw OSes.
*Not special cancellable.
*Hitting 6H meaty on wake-up gives you a big frame advantage but the earlier you time it (for better advantage), the easier it is to react with block or Blitz.  
*Linking to 5K on normal hit is possible on some characters since really short crouching hurtboxes allow meatier hits (eg. Chipp, Elphelt).
}}
}}
}}


======<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
|description=
|caption=Also good for people running at you
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.
|data=
 
{{AttackData-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.
|damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
 
|cancel=S |roman=YRP |startup=12 |active=6 |recovery=18 |frameAdv=-10 |inv=
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.
|description=A long horizontal chain that hits crouchers.
 
*The best tool for long-range ground pressure when canceled into Rensen.
*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 in close range; combos into Kairagi at any range on normal hit (much easier as a punish or CH confirm).
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles.  
*Stops runners with less risk than 2H when jumped over (less startup + active frames so CH state ends earlier), but doesn't hit low-profile moves like Grand Viper.  
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}
*Gatlings into f.S and 6H, the latter and special cancels being useful for surprising mixups.  
*Like all long chain attacks, the hurtbox travels along the hitbox so only use at proper distances (3P being the better option for close range).  
}}
}}
}}


======<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
|description=
|caption=Hilariously goes under many things
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]
|data=
 
{{AttackData-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.
|damage=9 |tension=144 |risc=8 |prorate=70 |level=0 |guard=Low
 
|cancel=S |roman=YRP |startup=7 |active=5 |recovery=6 |frameAdv=-1 |inv=
Also a common way to set up tick throws and frame traps.
|description=A low kick with decent startup and range.
 
*Great '''[[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profile properties]]''', proning 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}}
*Leg hurtbox is actually longer than the hitbox, so it loses often against dashing low pokes; use 3P for defensive poking instead.
*Best choice for a tick throw since it's the normal with shortest full recovery; complete with frametrap options 2H and late cancel c.S.
*70% proration and limited gatlings, so in pressure you're usually better off using 5K since most people are blocking low anyway.  
*Can be timed for a better frame advantage as meaty on wakeup, which allows OSing against backdashing and makes 2K, 5K a good frame trap.
*Works marvelously as an empty jump low since it low-profiles under most throw OS normals, but it's easily guarded with high-low fuzzy blocks because it's slower than average 2Ks.
}}
}}
}}


======<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
|description=
|caption=Axl's expression here is the one you should make when anti-airing someone
Marvelous anti-air normal with a fast start-up and really long vertical range.  
|data=
 
{{AttackData-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 [[GGXRD-R2/Axl_Low/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.  
|damage=22,18 |tension=528,264 |risc=4,6 |prorate= |level=2,1 |guard=Mid
 
|cancel=SJ |roman=YRP |startup=8 |active=9,6 |recovery=15 |frameAdv=-5 |inv=
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=Marvelous antiair normal with a fast start-up and really long vertical range.  
*Hits twice, second hit vacuums and has long untech time, and it's jump cancelable from either hit.
*Start-up has upper-body invuln, but when it becomes active the hurtbox travels slightly behind the hitbox; if 2S trades, linking into 5P is usually possible for good combos.
*Reaching higher takes longer than 8F so it can whiff against fast IADs from close range unless you do it pre-emptively (which leaves you vulnerable if they do nothing).
*While great against higher jump-ins and delayed attacks like Kudakero, there are blindspots vertically above/behind and horizontally in front; cover these angles with other options, respectively airthrow/c.S and 6P/5P.
}}
}}
}}


======<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
|description=
|caption=For the love of god please don't autopilot 2H > 6H
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.
|data=
 
{{AttackData-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.
|damage=22,18 |tension=384×2 |risc=6,4 |prorate= |level=3 |guard=Low,Mid
 
|cancel= |roman=YRP |startup=11 |active=8,6 |recovery=16 |frameAdv=-4 |inv=
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=A two-hit long-range low chain, second hit vacuums.
 
*Reaches all the way to the ground to stop low-profile moves, but leaves you extremely vulnerable for any jump approaches (41 frames of full recovery).
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}
*Staggers on both hits, but doesn't last long enough for legit combos without RRC.  
*Cancels only into 6H and 5D (no special cancels either) which means you must be extremely unpredictable to get results in pressure.
*Counter hit gives you a great knockdown; in this case, canceling into 5D or 6H will hit OTG and let opponent recover with the advantage.
*If only the second hit counterhits (eg. the first hit whiffs on jump, kills Eddie, takes away Hammerfall armor etc), you get a meterless launch into a big air combo with 5K > 5P.
}}
}}
}}


======<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
|description=
|caption=Your average sweep, but with a sweet cancel window
Sweep with a good startup, decent range and loads of active frames.  
|data=
 
{{AttackData-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.
|damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
|cancel=S |roman=YRP |startup=8 |active=10 |recovery=12 |frameAdv=-8 |inv=
|description=Sweep (ie. knocks down) with a good startup, decent range and loads of active frames (ie. long full recovery on whiff).  
*Really long cancel window that's useful for Rensen YRC, Rensen frametraps, and Raiei mixup.
*Since opponent is airborne after the hit, some specials moves behave slightly different (than after c.S or 5H, for example):
**Rensen and its down follow-up's knockdown timings are different (adjust safejump accordingly).
**Rensen-up launches the opponent higher in the air.
**Benten either hits or whiffs easier (depending on the character's aerial hurtbox) and launches the opponent higher in the air.
**Kairagi airhit tumbles the opponent towards you; allows air combos with great damage and tension build (more than 30% in corner).


}}
*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.
}}
}}


======<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
|description=
|caption=Axl's favorite meaty normal
A weak air jab which happens to be Axl's only self-cancellable normal.
|data=
 
{{AttackData-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}}.
|damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
 
|cancel=S |roman=YRP |startup=11 |active=4 |recovery=8 |frameAdv=+2 |inv=
*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=A slowish 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}}
*Counterhit launches the opponent; continue with f.S gatling or 5K link into 2S for a big air combo.
*Long sweep-like hitbox without a hurtbox inside it, so it's really useful in neutral.
*Cancels from 5K and c.S and is +2 on block, so it's really useful for pressure, too.
*Has many gatling options for various purposes, so it's even useful for okizeme as a meaty low.  
**Lack of hurtbox makes it great for baiting DPs when spaced and timed correctly to avoid getting hit or clashing.
**Whiffs on first frame airborne specials (eg. reversal Riot Stamp), so don't overuse it against certain characters.
}}
}}
}}


======<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
|description=
|caption=Not a lot of range, but your fastest air option
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.
|data=
 
{{AttackData-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}}.
|damage=10 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air
 
|cancel=CS |roman=YRP |startup=7 |active=4 |recovery=9 |frameAdv= |inv=
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}
|description=A weak air jab which happens to be Axl's only self-cancelable normal.
*Mostly used for chaining together other air normals in combos.
*Can be used to cancel the second hit of j.S to recover faster and make your falling hurtbox smaller in order to dodge projectiles (most notably Gunflame).
*Good for tickthrows as a safejump, though they lose to fuzzy 6P/throw OS.
}}
}}
}}


======<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
|description=
|caption=Why the CH untech is so long no one can quite say
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid.  
|data=
 
{{AttackData-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.
|damage=18 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
 
|cancel=SJ |roman=YRP |startup=8 |active=8 |recovery=12 |frameAdv= |inv=
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=A kick with long active frames and jump cancel.
 
*Air counterhit has huge untech time and small float; start a combo with antiair normals or falling airdash j.D.
*Counter hit state recovery.
*Decent air-to-air poke thanks to the startup, counterhit and decent hitbox.
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.
*Good jump-in on block because it gatlings to everything except j.H and itself.  
[[/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.S</font>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.S
|input=j.H
|image=GGXRD_Axl_j.S.png
|description=
|caption=Be mindful of the hurtbox on the chain
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.
|data=
{{AttackData-GGXRD-R2
|damage=16,12 |tension=264×2 |risc=4,6 |prorate= |level=2 |guard=High / Air, Mid / Air
|cancel=S |roman=YRP |startup=11 |active=8,8 |recovery=9 |frameAdv= |inv=
|description=A long diagonal two-hit chain.
*Hits twice, second hit vacuums and is a mid.
*Good approach tool with IAD against passive opponents; cancels into j.H and j.6P for tighter pressure or combos when landing close to opponent.
*Hurtbox traveling along the chain means easy retaliation with antiairs; the small hitbox can also whiff against low-profile moves.
*Timing the second hit as a meaty or whiff allows surprising mixups at wake-up.


}}
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|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.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|5|j.D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.H
|input=j.D
|image=GGXRD_Axl_j.H.png
|description=
|caption=Either a jump-in or combo filler
A big kick that's mostly limited to combos.
|data=
 
{{AttackData-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 '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.
|damage=38 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
 
|cancel=S |roman=YRP |startup=10 |active=12 |recovery=9 |frameAdv= |inv=
*Landing recovery makes it punishable with throws or fast normals if done too high.
|description=A big chain swing with good damage and long active frames.
*Best normal for hitting deep below Axl.
*Cancels only into j.D which makes it more unsafe than j.K on a higher blocked hit.
*Counterhit gives you more untech time, but not as much as j.K or j.D.
*Early active frames can cross up, but the practical usage is almost non-existent.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.D</font>======
===<big>{{clr|1|j.6P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.D
|input=j.6P
|image=GGXRD_Axl_j.D.png
|description=
|caption=You can use it for ghetto dustloops, too!
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.
|data=
 
{{AttackData-GGXRD-R2
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).
|damage=40 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
*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. 
|cancel=S |roman=YRP |startup=10 |active=2 |recovery=22 / 5 Landing Recovery |frameAdv= |inv=
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.
|description=A big kick that's mostly limited to combos.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}
*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 very risky as a falling jump-in normal (punishable with throws or fast normals).
}}
}}
}}


======<font style="visibility:hidden" size="0">j.6P</font>======
===<big>{{clr|2|j.6K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.6P
|input=j.6K
|image=GGXRD_Axl_j.6P.png
|description=
|caption=For when you want a ranged poke in the air but j.S won't hit
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.
|data=
 
{{AttackData-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.
|damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
 
|cancel=S |roman=YRP |startup=7 |active=6 |recovery=14 |frameAdv= |inv=
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=A long horizontal chain poke.
*Counter hit recovery.
*Faster and more reliable than j.K for air-to-air situations, but the rewards are much smaller.
[[/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 against characters that are too fast in the air for 5P and 2S (eg. Millia, May).
*Good confirm from a falling j.S airhit; can be even linked into 5P for big combos if the opponent is close enough ground. 
*Extends 6K into air combos at range where 2S wouldn't connect.
}}
}}
======<font style="visibility:hidden" size="0">j.6K</font>======
{{MoveData
|name=j.6K
|image=GGXRD_Axl_j.6K.png
|caption=For more bombers!
|data=
{{AttackData-GGXRD-R2
|damage=24, 18 |tension=264 |risc=-7,-6/+10 |prorate= |level=2 |guard=High / Air
|cancel=S |roman=YRP |startup=9 |active=6,3 |recovery=12 |frameAdv= |inv=
|description=A long upwards chain with vacuum on second hit.
*Ideal follow-up from 6K through j.6P gatling in a range where 2S wouldn't connect.
*Canceling into Bomber gives good damage and positioning; mastering j.6K convertions really boosts the average damage from antiair and air-to-air combos.
*Good for making the opponent block in the air; while it doesn't require FD, it has a ridiculous vertical range, strong hitbox, and surprisingly quick startup & fast recovery.
**Really limits the air options (especially after high jump) of characters like Chipp, Millia, Dizzy, Kum, Faust, Johnny, etc.  
}}
}}
}}


======<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
|description=
|caption=For the sneaky people running under j.S
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.
|data=
 
{{AttackData-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.
|damage=24 |tension=264 |risc=-4/+10 |prorate= |level=2 |guard=High / Air
 
|cancel=S |roman=YRP |startup=13 |active=14 |recovery=9 |frameAdv= |inv=
*Counter hit recovery.
|description=A single-hit poke in a sharper angle than j.S with lots of active frames.
*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 defensively for preventing air throw attempts and repelling attempts to run in from below.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}
*Counterhit has big untech time; from a falling air counterhit j.2S, it's usually possible to link into grounded antiair combos with 5P or 6K.
*Fast enough to act as an instant overhead, but has very low damage by itself and RRC'ing into a combo is hard (requires running momentum and/or character specific setups).
}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
{{GGXRD-R2 Move Card
|input=Ground Throw
|description=
A strong throw which leads to meterless 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).
*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">Ground Throw</font>======
===<big>Air Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Throw
|input=Air Throw
|image=GGXRD_Axl_GroundThrow.png
|description=
|caption=Slam 'em to the ground
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.
|data=
{{AttackData-GGXRD-R2
|damage=0,50 |tension=480 |risc=6,0 |prorate=Forced: 50% |level=0 |guard=Ground Throw: 78750
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=71 |inv=
|description=A strong throw which leads to combos and/or a knockdown.
*Throws the opponent behind Axl, which makes the back/forward tradeoff work backwards (eg. throw OS isn't very useful for corner pressure).
*Midscreen throw combos for about 115 damage and knockdown on all characters.
*Corner throw combos for about 135 damage, knockdown, and much better Tension gain (thanks to multiple 2Ses and Bombers) on all characters.
}}
}}


======<font style="visibility:hidden" size="0">Air Throw</font>======
*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).
{{MoveData
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.
|name=Air Throw
|image=GGXRD_Axl_AirThrow.png
|caption=Not much to say about it other than it does its job
|data=
{{AttackData-GGXRD-R2
|damage=0,60 |tension=480 |risc=6,0 |prorate=Forced: 65% |level=0 |guard=Air Throw: 192500
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
|description=Pretty standard fare air throw which knocks down.
*Like ground throw, tosses the opponent behind you making throw OS usability reversed; air throw OS normals also have worse hitboxes and only marginally faster startups than j.H.
*Important antiair option against jump angles that 2S and 6P can not cover (eg. high-altitude airdash that goes above your head).
*Allows Axl to cross-up on wake-up (Raiei, j.H) when done against a corner.
*RRC extension is not very good option for several reasons:
**65% forced proration limits the combo damage to about 130 which is really inefficient for 50% meter.
**Different heights require correct starters, ie. airdash j.D (which requires delay to correct orientation) for high altitude, and 5K for low altitude.
**Air throw animation is so quick that succesfully confirming with RRC in time can be hard, especially in midscreen.
}}
}}
}}


======<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
|description=
|caption=It WILL whiff often and it WILL make you sad
Kind of a lame DAA based on {{clr|1|6P}} animation.  
|data=
{{AttackData-GGXRD-R2
|damage=25 |tension=-5000 / 264 |risc=7 |prorate=50 |level=2 |guard=All
|cancel= |roman= |startup=9 |active=2 |recovery=17 |frameAdv=-5 |inv=1~20 Full,21~24 Throw
|description=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
|versioned=name
|caption=Puts you in a good position for Haitaka
|description=
|data=
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.
{{AttackData-GGXRD-R2
 
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
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.
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-2 |inv= }}
 
{{AttackData-GGXRD-R2
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
|header=no
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
|cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=+5 |inv=?
|description=Not much to say about this other than the fact that you can link a 5P afterwards for a quick tech trap or a Haitaka setup.
}}
}}
}}
<br clear=all/>


==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
|description=
|caption=Your favorite special
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.  
|image2=GGXRD_Axl_MelodyChain.png
 
|caption2=Your favorite counterhit
Rensen 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. 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.
|image3=GGXRD_Axl_SpinningChainStrike.png
 
|caption3=Your favorite combo ender
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=
 
{{AttackData-GGXRD-R2
*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.
|version=Attack |damage=20×3 |tension=250 / 120×3 |risc=9 |prorate= |level=4 |guard=Mid
*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.
|cancel= |roman=YRP |startup=12 |active=12(3 Hit) |recovery=39 |frameAdv=-15 |inv= }}
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.
{{AttackData-GGXRD-R2
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.
|header=no
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.
|version=Melody Chain |subtitle=Sickle Flash > 8 or 9 |damage=35 |tension=0 / 120 |risc=6 |prorate= |level=4 |guard=Mid
}}
|cancel= |roman=YRP |startup=1 |active=12 |recovery=35 |frameAdv=-13 |inv= }}
 
{{AttackData-GGXRD-R2
===<big>Melody Chain</big>===
|header=no
{{InputBadge|{{clr|3|[4]6S}} > 8}}
|version=Spinning Chain Strike |subtitle=Sickle Flash > 2 or 3 |damage=26×5 |tension=0 / 240×5 |risc=7 |prorate= |level=2 |guard=Low
{{GGXRD-R2 Move Card
|cancel= |roman=YRP |startup=7 |active=[2(5)]×4,2 |recovery=17 |frameAdv=-5 |inv=
|input=[4]6S > 8
|description='''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, projectile-absorbing up to three hits, and almost full screen range, which makes it a strong tool for stopping any ground approaches.  
|description=
*Knocks down on hit, though in longer combos (eg. antiair normals into TK Bomber, 5P > Rensen) the opponent may be able to recover before hitting ground.
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.
*Loses to pre-emptive IADs, especially IAD YRC which slows the time too much for the follow-ups to even come out. Also, mind the unsafe range against moves like Bandit Bringer and Megafist.
 
*The hurtbox extends forward a lot, so for neutral footsies try to use it only after fast pokes like 5K or f.S when in close range.
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.
*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 jumpers with 6K.  
 
*Rensen hitting on later frames (ie. further away) gives you a better frame advantage; don't autopilot into up-followup unless you really want to push them back.
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.
*Because of the startup and travel time of the projectile, connecting a Rensen without a gap in blockstrings can be difficult; beware of moves like Pot's F.D.B, Slayer's teleport dash, and Chipp's Zansei Rouga.
 
*Thanks to Xrd's lenient charge buffer, Rensen can be done after microdash (input being [4]66S) for additional horizontal reach, though it obviously makes the startup significantly longer.  
*Counter hit is untechable, leads to a meterless combo.
*Pushback doesn't work in corner since it's a projectile (ie. it only pushes the opponent away from yourself, not yourself away from the opponent); doing Rensen or any of its followups on block in corner is easily punished.  
*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 prevent opponents from jumping over a Rensen to get in, but can also put them in an unfavorable position to tech 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 gives full untech time until knockdown, which means a free combo followup with 6K or run c.S/6P.
*When the opponent jumps over a Rensen, this creates an important 50:50 situation:
**Opponent can bait your up follow-up with a doublejump and punish your huge whiff recovery after the fall. They can also use FD to be at no risk, but it obviously costs tension.
**If you do nothing, you are vulnerable for the regular jump-in, but if they doublejumped, you'll recover in time for antiair stand-by against a very predictable trajectory (excluding some characters like Chipp, Millia, Kum).
*Canceling into it from Rensen on hit allows the opponent to tech (ie. loses the knockdown of regular Rensen hit), but you can use 6K, 5P, 2S and 6P to try to catch them after a tech for a new combo.
*Can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to cool off, which also works well for baiting bursts.
*If a normal hit connects when the opponent is very close (ie. very meaty) as an antiair or in pointblank corner combos, you can link into 5P if they are not too high above.
*Can be slightly delayed for creating more pushback in a blockstring or combo (also lowers combo height for the post RRC parts making a knockdown easier), though it's still easy to IB for -17 disadvantage.


'''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option in the corner, and even in midscreen for specific characters.
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.
*Although it's the only non-projectile form of Rensen, it's still easily punished by making it whiff with FD pushback, so use very cautiously on block.
*Characters can fall out and get OTG'd when this followup is done from too far away.
*Can be used to surprise opponents who refuse to keep blocking low on Rensen and it's follow-ups (eg. trying to hold up-back for a jump or forward for immediate closing in).
*Good alternative for the final TK Bomber in corner combos, but connecting succesfully can be quite character specific because of different weight and hurtbox type combinations.
*Amount of successful hits and the timing of knockdown varies greatly between different hurtbox types; the closer you are, the easier it is for all the hits to connect.
**If the opponent is too far away, the later hits can hit OTG and allow the opponent to tech, Faust being a prime example who falls off and OTGs really easily.
}}
}}
}}


======<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
|description=
|caption=Benten-sama!
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox.  
|data=
 
{{AttackData-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.
|damage=46 |tension=200 / 480 |risc=7 |prorate=90 |level=2 |guard=All
 
|cancel= |roman=R |startup=9 |active=6 |recovery=35 |frameAdv=-27 |inv=1~11 Full
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=Also known as "Benten Gari", or just '''Benten'''. A grounded DP with a strong vertical hitbox, but small damage and no knockdown on normal hit.  
 
*Full invuln on frames 1-11; great for interrupting pressure or sudden aerial approaches, but easily safejumped on wake-up because of the long startup.
*Can destroy projectiles.
*Counterhit on grounded opponents gives a knockdown for a good Haitaka setup, but air counterhit usually lets the opponents recover.
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.
*Has shorter recovery than most DPs, but it's still -27 so prepare to get punished with big combos (eg. dash c.S > stuff).  
*With 50% it's a great defensive tool; Benten RRC is safe on block and leads to good combos on hit, but beware of whiffing it on projectile setups or backdashing.
*Subpar combo extender because of the poor horizontal range; other 50% methods (Rensen-up RRC, 2D > Kairagi) are easier to connect and do equal or better damage.
}}
}}
}}


======<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
|description=  
|caption=Great for annoying people
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.  
|data=
 
{{AttackData-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.
|damage=45 |tension=200 / 480 |risc=6 |prorate= |level=4 |guard=High / Air
 
|cancel= |roman=YRP |startup=28 |active=4 |recovery=13+3 After Landing |frameAdv=1 |inv=4~Airborne
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=Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that can dodge some things below.  
 
*Knocks down grounded opponents on normal hit; can be OTG'd afterwards (or linked into 5K if done meaty on last active frame).  
*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.  
*Counterhit floats the opponent for a big meterless combo; can be RRC'd on normal hit for a similar combo.
*Long startup means it's easy to IB (for -3) and especially to Blitz, so it's not very good as a mixup.
*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.
*Combos after Rensen-up RC or Benten RC into 5P/c.S link for ridiculous corner carry and big damage. 
*Hits non-cross-up at about post-throw knockdown distance; it's bit easier with run momentum but still hard to use practically in neutral.
*Can be used to escape the corner, but the long startup and no invulns means it's an extremely risky maneuver (easy air CH into a huge combo for the opponent).
*On normal block (+1) you have several options to choose from:
**5K works well since it's basically 5F and has great hitbox, though it loses to faster normals in closer range (eg. 5Ps and Sol/Jam 5K).
**2K low-profiles under many 4F/5F standing normals (eg. 5Ps and Sol 5K), but loses to 5F 2Ks and quick 5Ks that hit low (eg. Ky, Jam).
**Benten is fully invulnerable so it beats any poke attempts, but is easily punished on block.
**Run into throw works against opponents who are afraid to push buttons, but obviously loses to any poke attempts.
**Another Raiei goes quickly over the opponent's head so it can beat low pokes, but loses to quick mid/high pokes and doesn't hit if you were too close.
*If opponent IB'd the Raiei, you are -3 so all options are notably worse (except Benten) and some characters can even directly punish you (eg. Potemkin Buster).
}}
}}
}}


======<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
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them.  
|caption2=It is proper etiquette to scream "YES!!" with Axl when this move lands, even if you're the one being hit.
 
|data=
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}}).
{{AttackData-GGXRD-R2
 
|damage=0,80 |tension=300 / 0,480 |risc=0,16 |prorate=Forced 70 |level=0,4 |guard=Ground Throw
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.
|cancel=YRP |roman= |startup=27 |active=20 |recovery=38 |frameAdv=34 |inv=
 
|description=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 smashing).
*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 (which leads to nothing if they FD in air unless you go for a airthrow as hard read) or PRC'd during active frames to recover safely.  
*RRC method one: One-hit RC after the explosion which gives you a big air combo especially in corner.
*RRC method two: "Zero-hit" RC after the chains loop around the opponent but before Axl zooms in and pulls them up: this freezes the opponent for about three seconds in a special throw-like state (ie. opponent can not Burst) which has a stagger-like hurtbox (some being very short in height like May's). This gives you time to push the opponent into the corner and start a combo of your choice, preferably a j.D into Bomber loops for 200+ damage.
}}
}}
}}


======<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
|versioned=input
|caption=U wot mate?
|description=
|caption3=The bandana does more than just look good
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable and/or reactable attacks.
|image3=GGXRD_Axl_HeavenCanWait3.png
 
|data=
{{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 [[GGXRD-R2/Axl_Low/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].
{{AttackData-GGXRD-R2
 
|version=P |damage=0,80 |tension=120 / 0,720 |risc=0,20 |prorate=Forced 70 |level=0,4 |guard=
*Both versions only start catching attacks at frame 4, making them impractical as wakeup reversals.
|cancel= |roman=RP |startup= |active= |recovery=Total 29 |frameAdv=37 |inv=4~19 Mid and High Guard Point }}
*Loses explicitly to throws, projectiles, and true unblockable attacks (e.g. Slayer's Undertow, charged Haitaka stance).
{{AttackData-GGXRD-R2
*Axl switches sides when the counter is successfully triggered.
|header=no
|version=K |damage=0,80 |tension=112 / 0,720 |risc=0,20 |prorate=Forced 70 |level=0,4 |guard=
|cancel= |roman=RP |startup= |active= |recovery=Total 29 |frameAdv=60 |inv=4~19 Low Guard Point
|description=Also known as "Tenhou Seki". A decent counter/parry for shutting down long range pokes or predictable approaches.
*P version catches mids and highs for frames 4-19, knocks down.
*K version catches lows for frames 4-19, recovers in time to link into 5K or 5P for a damaging combo before the knockdown.
*Activates instantly on receiving any hit (even Overdrives) of the correct guard type, regardless of distance and invulnerabilities.
*Both versions can be RC'd for a combo (70% forced proration), or YRC'd / PRC'd for a safer recovery.
*Isn't practical as a wake-up reversal because of the vulnerable startup.
}}
}}
}}


======<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
|description=
|caption=Axl koompah!
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.
|data=
 
{{AttackData-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!
|damage=50 |tension=200 / 480 |risc=7 |prorate= |level=4 |guard=All
 
|cancel= |roman=YRP |startup=9 |active=4 |recovery=10 After Landing |frameAdv= |inv=
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.
|description=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.
*Knocks down when used low enough from jump cancelable normals, also known as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']].
*Loops into itself in corner, also known as [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|'''Bomber loops''']]
*Recovery until landing means guaranteed punishment if you mess up the timing or misjudge the range during a combo.
*A counterhit gives you a huge launch for a free combo, making it the best option for a flashing RISC confirm.
*Can be YRC'd in two ways:
**Very quick YRC stops any air momentum immediately, making TK Bomber YRC into jump normals a surprising overhead mixup option.  
**Regular loose YRC keeps the Bomber air momentum, effectively giving you an additional diagonal jump.  
}}
}}
}}


======<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
|versioned=input
|caption=
|description=
|image2=GGXRD_Axl_SparrowhawkStance2.png
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.
|caption2=Still the ultimate scrub killer
 
|data=
After a 23F startup, Axl has four options out of the stance:<br>
{{AttackData-GGXRD-R2
{{prompt|GGXRD|P}} High Chain: whiffs on crouching and standing opponents. Reaches max range 13 frames after the button press.<br>
|version=Stance |damage= |tension=150 / 0 |risc= |prorate= |level= |guard=
{{prompt|GGXRD|K}} Middle Chain: Whiffs on some crouching hurtboxes and higher jumps. Reaches max range 15 frames after the button press.<br>
|cancel= |roman=YRP |startup= |active= |recovery=Maximum 188 |frameAdv= |inv= }}
{{prompt|GGXRD|S}} Low Chain: Low altitude hitbox (whiffs against jumping opponents). Reaches max range 15 frames after the button press.<br>
{{AttackData-GGXRD-R2
{{prompt|GGXRD|H}} Cancel: Axl exits the stance.
|header=no
 
|version=→High |subtitle=Stance > P |damage=40 |tension=0 / 240 |risc=7 |prorate=Forced 80 |level=2 |guard=All
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.  
|cancel= |roman=YRP |startup=21+4 |active=16 |recovery=27 |frameAdv= |inv= }}
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.  
{{AttackData-GGXRD-R2
*After 150 frames, the initial chain becomes a true unblockable (indicated by a "Yes!" effect).
|header=no
*Chain hitboxes are expanded vertically in fullscreen range (even {{clr|K|K}} chain hits crouching on all characters).  
|version=→Mid |subtitle=Stance > K |damage=32 |tension=0 / 240 |risc=7 |prorate=Forced 80 |level=2 |guard=All
*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).
|cancel= |roman=YRP |startup=21+5 |active=19 |recovery=26 |frameAdv=-21 |inv= }}
 
{{AttackData-GGXRD-R2
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/>
|header=no
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/>
|version=→Low |subtitle=Stance > S |damage=24 |tension=0 / 240 |risc=7 |prorate=Forced 80 |level=2 |guard=All
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.
|cancel= |roman=YRP |startup=21+8 |active=21 |recovery=16 |frameAdv=-16 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=End Stance |subtitle=Stance > H |damage= |tension= |risc= |prorate= |level= |guard=
|cancel= |roman=YRP |startup= |active= |recovery=Total 28 |frameAdv= |inv=
|description=Also known as "Haitaka no Kamae". Completely overhauled in Rev2, now Axl's stance goes quickly into strong fullscreen attacks.  
*After entering the stance, you can either use a chain attack follow-ups with P, K, and S, or cancel the stance with H.
**On hit, each chain follow-up can be canceled into other chain attacks up to six times, ending with a forced recovery on final hit.
**On block or whiff, you automatically go through a forced recovery and exit the stance automatically.
*After waiting about 150 frames in the stance, the chain follow-ups become unblockable.
*Stance startup and H cancel have lenient YRC windows; chain follow-ups can not be YRC'd after extending to fullscreen range.
While the new Haitaka lost its pressuring properties (ie. chip damage and frametraps), thanks to its much faster startup and lack hurtboxes near the chain tips, it's now a legit poking tool in neutral even against projectiles, in which case a trade usually gives Axl the advantage through damage + knockdown. Chain follow-ups have hurtboxes only about midway through the chain when fully extended; at fullscreen range they actually clash against invulnerable attacks, but they are still vulnerable against long-range attacks (some characters even being able to punish Axl on blocked chain). <br>
The wait for unblockable creates an interesting mindgame:
*Charging the unblockable means not attacking with the chain, so the opponent can approach Axl.
*Opponent approaching means they can not block, so Axl can hit the opponent with a chain.
*The opponent can reduce his risk by dashing into FD break or jumping with momentum while air blocking in order to bait Axl to attack, but it's harder to get any reward off of it.
*Axl can reduce his risk by attacking early in fullscreen distance since he's usually safe on either block or whiff thanks to the fast recovery.
}}
}}
}}
<br clear=all/>


==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
|description=
|caption=For when you want to DP but you also want more fire
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile.  
|data=
 
{{AttackData-GGXRD-R2
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.
|damage=50×2, 30×5 |tension=-5000 / 0 |risc=6 |prorate= |level=4 |guard=Mid
 
|cancel= |roman=YRP |startup=14+1 |active=4,4(20)12 |recovery=39 |frameAdv=-11 |inv=1~16 Full,17~18 Throw
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.
|description=Also known as "Byakue Renshou". Big flaming swing followed by a flaming thrust, latter part actually being a projectile.  
 
*Full invuln on frames 1-16, throw invuln on 17-18.
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.
*Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (making it safe with RRC impossible).  
*Easy, big damage when used in close-range ground punishes at midscreen (eg. c.S > 5H > 2D > 2363214H).
*Burst OD version delivers even more destruction: 62×2, 37×5 and increased minimum damage, the effect being most notable as a Bomber loop finisher.
*Big pushback of the first two hits means that in corner, after 2D the second hit usually whiffs and the rest hits OTG, lowering the damage and allowing the opponent to tech during your recovery.
*Punishable by blocking the first part and jumping/IADing over the second, though being too close or having a big aerial hurtbox (reducible with FD, j.P, and such) makes it risky.
}}
}}
}}


======<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
|description=
|caption=2H on steroids
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.
|data=
 
{{AttackData-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.  
|damage=20,42 |tension=-5000 / 0 |risc=6 |prorate=Forced 85 |level=4 |guard=Mid, All
 
|cancel= |roman=YRP |startup=3+2 |active=11(8)2 |recovery=6 |frameAdv=11 |inv=
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo.  
|description=Also known as "Kairagi Yakou". A green lightning-fast two-hit strike that pulls the opponent in.  
 
*Extremely quick startup with almost fullscreen range without extending the hurtbox, but no invulns.
*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 which allows extending 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.
*Staggers on hit which gives you plenty of time to position yourself (eg. dash closer or even IAD j.H > j.D).
*Rev2 made the second hit connect on airborne opponents; it tumbles them towards Axl for an air combo.
**2D > Kairagi leads to good combos (damage + tension gain + knockdown) in both midscreen and corner, making it a great hitcofirm for 50% meter.
*You can throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option (eg. Kairagi > throw > Rensen).
*Big frame advantage on block so it can be used for pressure, but costs twice as much Tension as Rensen YRC and comes without the slowdown advantages.
}}
}}
}}
<br clear=all/>


==[[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
|type=instantkill
|caption=
|description=
|caption2=See ya
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.
|data=
{{AttackData-GGXRD-R2
|version=Normal |damage=DESTROY |tension= |risc=6 |prorate= |level= |guard=All
|cancel= |roman= |startup=9+15 |active=5 |recovery=32 |frameAdv=-20 |inv=9~28 Full }}
{{AttackData-GGXRD-R2
|header=no
|version=Conclusion Conditions Complete |damage=DESTROY |tension= |risc=6 |prorate= |level=3 |guard=All
|cancel= |roman= |startup=5+12 |active=5 |recovery=32 |frameAdv=-20 |inv=5~21 Full
|description=Also known as "Kanamari Rekka". <br>
IK combo is a good choice if you fulfill the conditions since it's hard for Axl to finish an opponent with a single basic combo because his "less hits but big damage" style is heavily affected by Guts scaling, and it's hard for Axl to incorporate Overdrives in combos to finish with guaranteed minimum damage (all 7 hits of Sickle Storm for the big damage are hard to connect in longer combos, and Shark Strike is a combo extender that does only little damage by itself and adds forced proration).
*Uses the animation of the first hit of his Sickle Storm; has about the same horizontal range as 5H (with better vertical range).
*Good combo-options with 100%:
**Melody Chain RC: The easiest 100% IK combo which is possible from almost any ground starter.
**Spindle Spinner RC: Both RRC methods are burst-safe thanks to the throw state; zero-hit RRC even gives you loads of time for taunting.
**Axl Bomber RC: Good method from air combos; TK Bomber loops can also fulfill the conditions during a corner combo (building enough meter and reducing life to needed levels).
**Shark Strike: Can be linked into run, activation, throw, IK. Burst-safe and works on all characters against a corner, but also on many characters in midscreen.
**Heaven Can Wait RC: Burst-safe thanks to the throw state, but obviously needs the opponent to make the first move.
*Situational combo-options with 50%:
**Corner Dust
**Corner CH 5H > 5D
**Meaty CH Melody Chain
**CH 6H
**CH Thunder Shadow Chain
**Blitz'd jump attack (requires at least 62,5%)
**DP Whiff punish (activation, throw, IK)
**Situational j.D loops


}}
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.
}}
}}
<br clear=all/>
==Colors==
----
{{GGXRD-R2Colors|Size=120|Character=Axl}}
{{CharLinks
 
|charMainPage=GGXRD-R2/Axl Low
==Navigation==
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_AX.html
<center>{{Character Label|GGXRD-R2|Axl Low|size=42px}}</center>
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/283-axl-low
{{GGXRD-R2/CharacterLinks}}
}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGXRD-R2}}
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear]]
[[Category:Guilty Gear|Axl Low]]
[[Category:Guilty Gear Characters]]

Latest revision as of 00:40, 28 February 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


To edit frame data, edit values in GGXRD-R2/Axl Low/Data.
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