GGXRD-R2/Axl Low: Difference between revisions

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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, projectile-absorbing up to three hits, and almost full screen range, which makes it a strong tool for stopping any ground approaches.  
  |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 (eg. antiair normals into TK Bomber, 5P > Rensen) the opponent may be able to recover before hitting ground.
*Knocks down on hit, though in longer combos the opponent may be able to recover before hitting ground.
*Loses to pre-emptive IADs, especially IAD YRC which slows the time too much for the follow-ups to even come out. Also, mind the unsafe range against moves like Bandit Bringer and Megafist.
*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.
*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.
*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 jumpers with 6K.  
*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 on later frames (ie. further away) gives you a better frame advantage; don't autopilot into up-followup unless you really want to push them back.
*Rensen hitting form further away gives you a better frame advantage; don't autopilot into up followup unless you want to push opponents further back.
*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.
*Cancelling normals into Rensen usually leaves a gap in between; be mindful of opponents attempting reversals.
*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.  
*Rensen can be done out of a microdash (done by inputting [4]66S) for additional reach.
*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.  
*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 prevent opponents from jumping over a Rensen to get in, but can also put them in an unfavorable position to tech after a hit.  
'''Melody Chain''' ("Kyokusageki") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit.  
*Counter hit gives full untech time until knockdown, which means a free combo followup with 6K or run c.S/6P.  
*Counter hit is untechable, leads to a free combo.  
*When the opponent jumps over a Rensen, this creates an important 50:50 situation:
*Ending combos with up followup sacrifices knockdown in exchange for a chance to catch the opponent's tech for extra damage.
**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.  
*Can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to cool off, which also works well for baiting bursts.  
*If a normal hit connects when the opponent is very close (ie. very meaty) as an antiair or in pointblank corner combos, you can link into 5P if they are not too high above.  
*If it connects with people right above Axl's head you can link into 5P or 2S for a full combo.
*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.
*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 in the corner, and even in midscreen for specific characters.  
'''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option.
*Although it's the only non-projectile form of Rensen, it's still easily punished by making it whiff with FD pushback, so use very cautiously on block.
*Can be used to surprise opponents trying to jump or move forward after blocking Rensen.  
*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).  
*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.
*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.
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.
*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.
*Characters can fall out and get OTG'd when down followup is done from too far away.
**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.
  }}
  }}
}}
}}

Revision as of 03:53, 8 November 2018

Axl Low
GGXRD-R Axl Portrait.png
Defense Modifier:

Guts Rating:
Weight:
Stun Resistance:
Prejump:
Backdash Time / Invul:
Wakeup (Face Up/Down): /

Movement Options
  • Double Jump, 1 Air Dash, Dash Type: Run
Play-style
Zoning, Anti-Airing.

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
  • Long-reaching normals and specials that allows pressuring and damaging the opponent at any range
  • Strong anti-air game that leads to big damage and/or knockdown
  • High average damage with low execution barrier
  • Good combo conversion ability, both without and with 50% meter
  • 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
  • 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

Template:CharLinks-GGXRD-R2

Normal Moves

5P
5P
GGXRD Axl 5P.png
As if millions of I-No players suddenly cried out in terror, and were suddenly silenced
28 Mid 7 6 19 - -
5K
5K
GGXRD Axl 5K.png
Your fastest normal
16 Mid 6 3 12 - -
c.S
c.S
GGXRD Axl c.S.png
Useful for combos/blockstrings/what have you
28 Mid 7 6 10 - -
f.S
f.S
GGXRD Axl f.S.png
Good for people running at you
33 Mid 9 3 22 - -
5H
5H
GGXRD Axl 5H.png
For frame traps, catching jumps, or letting your opponent know you screwed up a throw attempt
42 Mid 16 4 17 - -
5D
5D
GGXRD Axl 5D.png
Axl Low: FFIX King of Jump Rope
25 High 26 6 15 - -
6P
6P
GGXRD Axl 6P.png
One of the game's weaker 6Ps
32 Mid 9 3 16 - -
6K
6K
GGXRD Axl 6K.png
Usually used more as a read than as a reaction anti-air
22,18 Mid,Mid 11 5(2)8 15 - -
6H
6H
GGXRD Axl 6H.png
YAHOO!
46 High 23 9 9 - -
2P
2P
GGXRD Axl 2P.png
Also good for people running at you
24 Low 12 6 18 - -
2K
2K
GGXRD Axl 2K.png
Hilariously goes under many things
9 Low 7 5 6 - -
2S
2S
GGXRD Axl 2S.png
Axl's expression here is the one you should make when anti-airing someone
22,18 Mid 8 9,6 15 - -
2H
2H
GGXRD Axl 2H.png
God Bless the Special Cancel
22,18 Low,Mid 13 8,6 19 - -
2D
2D
GGXRD Axl 2D.png
A very active sweep with a sweet cancel window
30 Low 8 10 12 - -
3P
3P
GGXRD Axl 3P.png
Axl's favorite meaty normal
24 Low 11 4 8 - -
j.P
j.P
GGXRD Axl j.P.png
Not a lot of range, but your fastest air option
10 High / Air 7 4 9 - -
j.K
j.K
GGXRD Axl j.K.png
Why the CH untech is so long no one can quite say
18 High / Air 8 8 12 - -
j.S
j.S
GGXRD Axl j.S.png
Be mindful of the hurtbox on the chain
16,12 High / Air, Mid / Air 11 8,8 9 - -
j.H
j.H
GGXRD Axl j.H.png
Either a jump-in or combo filler
38 High / Air 10 12 9 - -
j.D
j.D
GGXRD Axl j.D.png
You can use it for ghetto dustloops, too!
40 High / Air 10 2 22 / 5 Landing Recovery - -
j.6P
j.6P
GGXRD Axl j.6P.png
For when you want a ranged poke in the air but j.S won't hit
24 Mid 7 6 14 - -
j.6K
j.6K
GGXRD Axl j.6K.png
For more bombers!
24, 18 High / Air 9 6,3 12 - -
j.2S
j.2S
GGXRD Axl j.2S.png
For the sneaky people running under j.S
16 High / Air 13 14 9 - -

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Axl GroundThrow.png
Slam 'em to the ground
0,50 Ground Throw: 78750 1 - -
Air Throw
Air Throw
GGXRD Axl AirThrow.png
Not much to say about it other than it does its job
0,60 Air Throw: 192500 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Axl 6P.png
It WILL whiff often and it WILL make you sad
25 All 9 2 17 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Axl BlitzAttack.png
Puts you in a good position for Haitaka
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Sickle Flash
Sickle Flash
[4]6S
GGXRD Axl SickleFlash.png
Your favorite special
GGXRD Axl MelodyChain.png
Your favorite counterhit
GGXRD Axl SpinningChainStrike.png
Your favorite combo ender
20×3 Mid 12 12(3 Hit) 39 - - 35 Mid 1 12 35 - - 26×5 Low 7 [2(5)]×4,2 17 - -
Artemis Hunter
Artemis Hunter
623S
GGXRD Axl ArtemisHunter.png
Benten-sama!
46 All 9 6 35 - -
Thunder Shadow Chain
Thunder Shadow Chain
623K
GGXRD Axl ThunderShadowChain.png
Great for annoying people
45 High / Air 28 4 13+3 After Landing - -
Spindle Spinner
Spindle Spinner
41236H
GGXRD Axl SpindleSpinner.png
GGXRD Axl SpindleSpinner2.png
It is proper etiquette to scream "YES!!" with Axl when this move lands, even if you're the one being hit.
0,80 Ground Throw 27 20 38 - -
Heaven Can Wait
Heaven Can Wait
214P/K
GGXRD Axl HeavenCanWait.png
U wot mate?
GGXRD Axl HeavenCanWait3.png
The bandana does more than just look good
0,80 Total 34 - - 0,80 Total 29 - -
Axl Bomber
Axl Bomber
j.623H
GGXRD Axl AxlBomber.png
Axl koompah!
50 All 9 4 10 After Landing - -
Sparrowhawk Stance
Sparrowhawk Stance
214HS
GGXRD Axl SparrowhawkStance.png
GGXRD Axl SparrowhawkStance2.png
Still the ultimate scrub killer
Maximum 188 - - 40 All 23+4 16 27 - - 32 All 23+5 19 26 - - 24 All 23+8 21 16 - - Total 28 - -


Overdrives

Sickle Storm
Sickle Storm
2363214H
[2363214D]
GGXRD Axl SickleStorm.png
For when you want to DP but you also want more fire
50×2, 30×5
[62×2, 37×5]
Mid 14+1 4,4(22)12 {4 hit} 36 - -
Shark Strike
Shark Strike
214214S
GGXRD Axl SharkStrike.png
2H on steroids
20,42 Mid, All 3+2 11(8)2 6 - -


Instant Kill

Amphora Conflagration
During IK Mode: 236236H
GGXRD Axl AmphoraConflagration1.png
GGXRD Axl AmphoraConflagration2.png
See ya
DESTROY All 9+15 5 32 - - DESTROY All 5+12 5 32 - -



Template:CharLinks-GGXRD-R2 Template:Navbar-GGXRD-R2