GGXRD-R2/Axl Low: Difference between revisions

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  |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=S |roman=YRP |startup=7 |active=6 |recovery=19 |frameAdv=-11 |inv=
  |cancel=S |roman=YRP |startup=7 |active=6 |recovery=19 |frameAdv=-11 |inv=
  |description=A long-reaching horizontal chain attack.
  |description=A long-reaching horizontal chain that reaches about two-thirds of the screen at full length.
*Long range poke that reaches about two-thirds of the screen at full length. Also serves as a preemptive anti-air against jumps and some air dashes
*Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes.
*Whiffs on crouching opponents, as well as most running characters and some forward-traveling special moves (e.g. Sol's Fafnir, Ramlethal's Daruo), so use carefully at neutral.
*Whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's Fafnir).
*Gatlings into 2S and 6K for combos on normal hit. On counterhit can be comboed with Rensen and Haitaka, or RRC'd for higher damage extensions.
*If 5P hits an opponent in the air, you can gatling into 6K or 2S for combos on normal hit. On counter hit can be comboed into Haitaka. RRC is also an option for some higher damage confirms.
*Important tool against characters who like to jump a lot, have fullscreen projectiles, or cannot run under it (e.g. I-No and Zato).
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.
*Its hurtbox extends to about half of the chain's length when fully extended; beware of big counterhits like Pilebunker or Bandit Bringer.
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  |damage=16 |tension=264 |risc=7 |prorate= |level=1 |guard=Mid
  |damage=16 |tension=264 |risc=7 |prorate= |level=1 |guard=Mid
  |cancel=S |roman=YRP |startup=6 |active=3 |recovery=12 |frameAdv=-3 |inv=
  |cancel=S |roman=YRP |startup=6 |active=3 |recovery=12 |frameAdv=-3 |inv=
  |description=A standing kick that acts as Axl's jab.  
  |description=A standing kick that's the closest thing Axl has to a jab.  
*A common starter for pressure and combos since it's Axl's fastest normal and has good gatlings.
*A common starter for pressure and combos since it's Axl's fastest normal and has good gatlings.
*As Axl's fastest normal, it also serves as one of his best abare options, though it should not be overused in this manner.
*5K also serves as one of his better abare options, though it's slower and has a lot more recovery than other abare normals.
*Can go over some low attacks because of no hurtbox beneath the kick.
*Can go over some low attacks because of no hurtbox beneath the kick.
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{{MoveData
{{MoveData
  |name=c.S
  |name=c.S
|image=GGXRD_Axl_c.S.png |caption=Useful for combos/blockstrings/what have you
|image=GGXRD_Axl_c.S.png |caption=Solid bread and butter normal
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=28 |tension=384 |risc=6 |prorate= |level=3 |guard=Mid
  |damage=28 |tension=384 |risc=6 |prorate= |level=3 |guard=Mid
  |cancel=SJ |roman=YRP |startup=7 |active=6 |recovery=10 |frameAdv=+1 |inv=
  |cancel=SJ |roman=YRP |startup=7 |active=6 |recovery=10 |frameAdv=+1 |inv=
  |description=Literally a close slash made with a sickle.
  |description=An upward sickle attack commonly used in combos and pressure.
*Long active frames, jump cancellable, and good vertical hitbox.
*Extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block.  
*Has all relevant gatling options from lows and overheads to frame traps and anti-air confirms, which makes it an important normal in blockstrings and combos.
*Being a proximity normal, it's usually cancelled from 5K/2K during pressure since it's hard to get this move out on its own.
*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; beware of accidental Rensen if doing it out of blockstun.
*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 blind spot of 2S as an antiair, but the higher hitbox takes 9 frames to come out without any upper body invuln, so air throw is usually better.
*Can be used to cover the vertical blind spot of 2S as an antiair, but the higher hitbox takes 9 frames to come out without any upper body invuln, so you should just use air throw.
  }}
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}}
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  |cancel=S |roman=YRP |startup=9 |active=3 |recovery=22 |frameAdv=-11 |inv=
  |cancel=S |roman=YRP |startup=9 |active=3 |recovery=22 |frameAdv=-11 |inv=
  |description=A mid-range poke with great range and good startup.
  |description=A mid-range poke with great range and good startup.
*Decently strong round start option, though it can still lose to or trade with other characters' round start options
*Decently strong round start option.
*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.
*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.
*Extends your hurtbox forwards slightly (though the tip has disjointed hitbox), and the long recovery can be punishing, so try not to whiff it.
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.
*Only gatlings into 5H, 5D and 2S, so it's not ideal in blockstrings.
*Long cancel window, which makes executing Rensen YRC very easy.
*Long cancel window, which makes executing Rensen YRC very easy.
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  |damage=42 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
  |damage=42 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
  |cancel=S |roman=YRP |startup=16 |active=4 |recovery=17 |frameAdv=-2 |inv=
  |cancel=S |roman=YRP |startup=16 |active=4 |recovery=17 |frameAdv=-2 |inv=
  |description=Slow swing with surprisingly good range.
  |description=Slow swing with surprisingly good range, usually used after c.S as combo/blockstring filler.
*Most commonly done after c.S as combo/blockstring filler. There is a small gap between the two normals on crouchers or if c.S is IBed.
*The first two active frames are an extremely disjointed hitbox that can occasionally act as anti-air.
*Counter hit allows you to combo with 5D (hard to react cancel) or 5K (easy to react link). Air CH has significant untech time and allows for easy followups.  
*Ground CH allows you to combo with 5D (if you can react) or 5K. Air CH has significant untech time.  
*Rev2 extended the cancel window, allowing frame traps with 2D and Rensen (YRC).
*Rev2 extended the cancel window, allowing frame traps with Rensen.
*Axl crouches slightly during 5H's startup, though his feet and lower torso hurtboxes extend significantly forward.
*c.S > 5H can sometimes drop against some characters due to hitbox weirdness.
*First two active frames hit higher while latter two hit lower; some characters can make 5H drop a combo from c.S because the first frames don't connect properly.
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  |cancel= |roman=YRP |startup=26 |active=6 |recovery=15 |frameAdv=-4 |inv=17~25 Foot
  |cancel= |roman=YRP |startup=26 |active=6 |recovery=15 |frameAdv=-4 |inv=17~25 Foot
  |description=The universal overhead with a slow and very visible startup.
  |description=The universal overhead with a slow and very visible startup.
*Good range, relatively short recovery (making it usually safe on block) and loads of normals to gatling from.
*Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from.
*Lower body/foot invuln between frames 17-25, which can let it avoid some low attacks, though using 5D in this way is very impractical.
*Lower body/foot invuln between frames 17-25, which can let 5D avoid some low attacks, though using it this way is very impractical.
*Air counterhit can link into 5P for a combo, though chances of this happening are extremely low.  
  }}
  }}
}}
}}

Revision as of 04:20, 9 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 for pressure and combos 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 fully-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, hit-confirming, or burst baiting.

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
Solid bread and butter normal
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
lööps
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 {5 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