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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 | |description=A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. | ||
*Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. | |||
*Whiffs on crouching | *Whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's Fafnir). | ||
* | *If 5P hits an opponent in the air, you can gatling into 6K or 2S for combos on normal hit. On counter hit can be comboed into Haitaka. RRC is also an option for some higher damage confirms. | ||
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker. | |||
*Its hurtbox extends to about half of the chain's length when fully extended; beware of | |||
}} | }} | ||
}} | }} | ||
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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 | |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. | ||
* | *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= | |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= | |description=An upward sickle attack commonly used in combos and pressure. | ||
* | *Extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. | ||
* | *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. | ||
*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 | *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 | |||
}} | }} | ||
}} | }} | ||
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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 | *Decently strong round start option. | ||
*Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings. | |||
* | *Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen. | ||
*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. | ||
*The first two active frames are an extremely disjointed hitbox that can occasionally act as anti-air. | |||
* | *Ground CH allows you to combo with 5D (if you can react) or 5K. Air CH has significant untech time. | ||
*Rev2 extended the cancel window, allowing frame traps with | *Rev2 extended the cancel window, allowing frame traps with Rensen. | ||
* | *c.S > 5H can sometimes drop against some characters due to hitbox weirdness. | ||
}} | }} | ||
}} | }} | ||
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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 | *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 | *Lower body/foot invuln between frames 17-25, which can let 5D avoid some low attacks, though using it this way is very impractical. | ||
}} | }} | ||
}} | }} |
Revision as of 04:20, 9 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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