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|version=Spinning Chain Strike |subtitle=Sickle Flash > 2 or 3 |damage=26×5 |tension=0 / 240×5 |risc=7 |prorate= |level=2 |guard=Low | |version=Spinning Chain Strike |subtitle=Sickle Flash > 2 or 3 |damage=26×5 |tension=0 / 240×5 |risc=7 |prorate= |level=2 |guard=Low | ||
|cancel= |roman=YRP |startup=7 |active=[2(5)]×4,2 |recovery=17 |frameAdv=-5 |inv= | |cancel= |roman=YRP |startup=7 |active=[2(5)]×4,2 |recovery=17 |frameAdv=-5 |inv= | ||
|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, | |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, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. | ||
*Knocks down on hit, though in longer combos | *Knocks down on hit, though in longer combos the opponent may be able to recover before hitting ground. | ||
*Can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. | |||
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out. | |||
*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 | *The hurtbox extends forward a little and can lose to faster moves, so don't use this move raw at close range too often. | ||
*Rensen hitting | *Rensen hitting form further away gives you a better frame advantage; don't autopilot into up followup unless you want to push opponents further back. | ||
* | *Cancelling normals into Rensen usually leaves a gap in between; be mindful of opponents attempting reversals. | ||
* | *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. | ||
'''Melody Chain''' ("Kyokusageki") is mostly used to | '''Melody Chain''' ("Kyokusageki") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. | ||
*Counter hit | *Counter hit is untechable, leads to a free combo. | ||
* | *Ending combos with up followup sacrifices knockdown in exchange for a chance to catch the opponent's tech for extra damage. | ||
*Can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to cool off, which also works well for baiting bursts. | *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 | *If it connects with people right above Axl's head you can link into 5P or 2S for a full combo. | ||
* | *Like Rensen, the up followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block you must never use this when you have someone in the corner. | ||
'''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option | '''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option. | ||
*Although it's | *Can be used to surprise opponents trying to jump or move forward after blocking Rensen. | ||
*Although it's a physical hit, not a projectile, it can still be whiff punished by characters FDing it, so be a little cautious with it. | |||
* | *Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific. | ||
* | *Characters can fall out and get OTG'd when down followup is done from too far away. | ||
}} | }} | ||
}} | }} |
Revision as of 03:53, 8 November 2018
Axl Low |
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Defense Modifier: Guts Rating:
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Backstory
Axl originally lived in the 20th century, about 150 years before the events of main storyline. During this period, he fell in love with a girl named Megumi. He grew up in the slums and eventually found himself in the middle of a gang war. Thanks to his strength, he was able to put an end to the conflict in six months (with no casualties). It was sometime after this victory when Axl was forced to go through his first time slip into the 22nd century. Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them.
After the tournament, Axl has tried to find a way to return to the past while suffering from the random time-slips. He is also one the few people who knows Sol's real identity and calls him "Freddie". He even seeked help from Faust, who unfortunately couldn't anything to his condition. Eventually he decides to find That Man and his servants, I-No in particular, to ask them for help.
In Guilty Gear Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information from The Original. I-No brings Axl to The Backyard to meet That Man. Axl tells That Man the message, and then learns that he has no way out to escape.
Overview
Axl is the resident zoner of Xrd and while his chains may remind you of the limbs of a certain fire-breathing yoga master, he has the tools to rumble with opponents at any range instead of relying purely on keep-away tactics. If you can react to (and predict) opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). His ability to easily convert the anti-air hits into highly damaging combos with loads of corner carry is also second to none. If the opponent remains grounded, Axl's Rensengeki is an extremely potent keep-away tool that rips through opposing projectiles, has a built-in anti-air follow-up, and can be YRC'd into a lightning-fast projectile to control any approach with ease during the YRC slowdown.
Axl's main weakness is his subpar mobility; his walk and run are slow, his airdash distances are short, and his jump is really floaty. Using movement to avoid opponent's attacks and pressure is really clunky so matchups against high-mobility characters become that much worse. Even when you manage to escape the corner with jump or high jump, Axl's airdash moves him so little distance out of corner that he has to make additional efforts with j.2S, jS and such (for preventing airthrows, antiairs, and other chasedown attempts) to survive the landing. Another lacking area is Axl's offensive momentum; although his ground throw and frame traps have good damage, his mixup options and blockstrings are much less oppressive than most of the cast, meaning he usually has to grind out his wins in the neutral instead of riding a single hit to victory. In addition to that, most of his long-range pokes have dramatically extended hurtboxes, making Axl exceptionally vulnerable on the lengthy active and recovery frames against various attacks and approaches. 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/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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3P
3P |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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j.6P
j.6P |
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j.6K
j.6K |
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j.2S
j.2S |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Sickle Flash
Sickle Flash [4]6S |
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Artemis Hunter
Artemis Hunter 623S |
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Thunder Shadow Chain
Thunder Shadow Chain 623K |
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Spindle Spinner
Spindle Spinner 41236H |
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Heaven Can Wait
Heaven Can Wait 214P/K |
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Axl Bomber
Axl Bomber j.623H |
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Sparrowhawk Stance
Sparrowhawk Stance 214HS |
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Overdrives
Sickle Storm
Sickle Storm 2363214H [2363214D] |
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Shark Strike
Shark Strike 214214S |
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Instant Kill
Amphora Conflagration During IK Mode: 236236H |
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