GGXRD-R2/Axl Low: Difference between revisions

From Dustloop Wiki
Line 149: Line 149:
  |cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=16 |frameAdv=-5 |inv=1~11 Upper Body
  |cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=16 |frameAdv=-5 |inv=1~11 Upper Body
  |description=A backfist anti-air normal.  
  |description=A backfist anti-air normal.  
*Good upper-body invuln with a hitbox that's great against IADs and other low-height horizontal approaches.  
*Good upper-body invuln with a hitbox that's great against IADs and other low-height aerial approaches.  
*Launches the opponent on counterhit, which can be followed up for high damage/corner carry with IAD j.H > j.D or Raiei.
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD j.H > j.D or Raiei.
*Shares many gatlings with c.S, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes.
*Shares many gatlings with c.S, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes.
  }}
  }}
Line 158: Line 158:
{{MoveData
{{MoveData
  |name=6K
  |name=6K
|image=GGXRD_Axl_6K.png |caption=Usually used more as a read than as a reaction anti-air
|image=GGXRD_Axl_6K.png |caption=Very rewarding AA, but with risks
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=22,18 |tension=384,264 |risc=4,6 |prorate= |level=3,2 |guard=Mid,Mid
  |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=
  |cancel=SJ |roman=YRP |startup=11 |active=5(2)8 |recovery=15 |frameAdv=-5 |inv=
  |description=A slow diagonal anti-air with great range.
  |description=A slow diagonal anti-air that hits twice.
*Hits twice, vacuums on the second hit, and is jump cancellable from either hit.
*Second hit vacuums, and both hits can be jump cancelled.
*Slow startup and a long extended hurtbox traveling makes 6K hard to use on reaction; it is best used to preemptively catch predictable air approaches.
*Slow startup and a long extended hurtbox makes 6K hard to use on reaction; use it to preemptively catch predictable air dashes.
*Easy to confirm into combos; gatling into 2S at closer range or jump cancel j.6P from further away.
*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, you can gatling into 6H for pressure, special cancel into Rensen for forcing a block, or jump cancel for movement options.
*If the opponent FDs it in the air, you can gatling into 6H for pressure, special cancel into Rensen to force FD, or jump cancel for move away.
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with c.S.
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with c.S.
  }}
  }}
Line 181: Line 181:
  |cancel= |roman=YRP |startup=23 |active=9 |recovery=9 |frameAdv=+1 |inv=11~31 Airborne
  |cancel= |roman=YRP |startup=23 |active=9 |recovery=9 |frameAdv=+1 |inv=11~31 Airborne
  |description=A leaping overhead with long startup and active frames.  
  |description=A leaping overhead with long startup and active frames.  
*Counterhit gives you a huge ground bounce 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 gives you 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.  
*Safest to do after 5H, but c.S and 3P are also good choices because people may be expecting a low instead.
*Airborne between frames 11 and 31, so it can beat lows and avoid throws, though it loses to most throw OSes.  
*Airborne between frames 11 and 31, so it can beat most low-hitting attacks if you read them correctly.
*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.  
*Hitting 6H late as meaty on wake-up gives you a big frame advantage, but can be reacted to with invuln reversals or blitz.  
*Linking to Kairagi on normal hit is possible on some characters since really short crouch block hurtboxes allow meatier hits.   
*Linking to Kairagi on normal hit is possible on some characters whose shorter crouch block hurtboxes allows for meatier hits.   
  }}
  }}
}}
}}
Line 197: Line 197:
  |damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |cancel=S |roman=YRP |startup=12 |active=6 |recovery=18 |frameAdv=-10 |inv=
  |cancel=S |roman=YRP |startup=12 |active=6 |recovery=18 |frameAdv=-10 |inv=
  |description=A long horizontal chain that hits crouchers.
  |description=A slowish horizontal chain that hits crouchers.
*Strong low poke, often cancelled into Rensen for long range pressure.
*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.
*Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit.
*Stops characters running at Axl with less risk than 2H when jumped over (shorter CH state and total duration), though it can still be whiff punished.
*Stops characters running at Axl with less risk than 2H when jumped over (shorter CH state and animation), though it can still be whiff punished.
*6H gatling can be used as a surprise overhead/frame trap.
*6H gatling can be used as a surprise overhead/frame trap.
*Can be low profiled/low crushed by certain characters (eg Sol with Grand Viper, Johnny with his forward dash).
*Can be low profiled/low crushed by certain characters (e.g. Sol with Grand Viper, Johnny with forward dash).
*Hurtbox travels along two-thirds of the chain at max length, so it will lose if thrown at active projectiles or specials with large disjointed hitboxes.  
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles.  
  }}
  }}
}}
}}
Line 216: Line 216:
  |cancel=S |roman=YRP |startup=7 |active=5 |recovery=6 |frameAdv=-1 |inv=
  |cancel=S |roman=YRP |startup=7 |active=5 |recovery=6 |frameAdv=-1 |inv=
  |description=A low kick with decent startup and short range.
  |description=A low kick with decent startup and short range.
*Strong '''[[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profile]]''' normal, which lets Axl duck under many normals and specials.  
*Strong '''[[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profile]]''' normal, which lets Axl duck under many normals and specials.
*Leg hurtbox is actually longer than the hitbox, so it loses often against dashing low pokes; use 3P for defensive poking instead.
*Relatively quick startup and fast animation makes it good for abare.
*Best choice for a tick throw since it's the normal with shortest full recovery. Cancelling late into c.S works as a frame trap.
*Loses cleanly to low pokes, so use other normals for ground footsies.
*70% proration and limited gatlings, so in pressure you're usually better off using 5K since most people are blocking low anyway.  
*Common way to set up tick throws and frame traps.
*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.
  }}
  }}
}}
}}
Line 234: Line 233:
  |description=Marvelous anti-air normal with a fast start-up and really long vertical range.  
  |description=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.
*Hits twice, vacuums on the second hit, and is jump cancellable from either hit.
*The hurtbox travels slightly behind the hitbox which can result in trades, though usually the trades are in Axl's favor and can be followed up with 5P.
*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 (which leaves you vulnerable if they do nothing). Try air throwing at these spacings instead.
*Reaching higher takes longer than 8F so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing at these spacings instead.
*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.
*Air moves that let characters stall in the air can cause 2S to whiff and/or get punished. Playing a little more patiently against these moves can help you get anti-air them more consistently.
  }}
  }}
}}
}}
Line 248: Line 247:
  |damage=22,18 |tension=384×2 |risc=6,4 |prorate= |level=2,3 |guard=Low,Mid
  |damage=22,18 |tension=384×2 |risc=6,4 |prorate= |level=2,3 |guard=Low,Mid
  |cancel= |roman=YRP |startup=13 |active=8,6 |recovery=19 |frameAdv=-8 |inv=
  |cancel= |roman=YRP |startup=13 |active=8,6 |recovery=19 |frameAdv=-8 |inv=
  |description=A two-hit long-range low chain, second hit vacuums.
  |description=A two-hit long-range low chain that vacuums on the second hit.
*Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump ins on whiff.
*Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins on whiff.
*2.1 removed the stagger, but added special canceling, improving the moves utility (most noticeable with 2H > Rensen).
*2.1 removed the stagger, but added special canceling, improving the moves utility (most noticeable with 2H > Rensen).
**Old 2H(2) counterhit combos are no longer possible because opponent can tech before 5K links, though at close range you can do Rensen-8 > 5P now.
**Old 2H(2) counterhit combos are no longer possible because opponent can tech before 5K links, though at close range you can do Rensen-8 > 5P instead.
**Still gatlings to 6H and 5D; previously it was easy to overuse them (since they were the only two cancel options besides RCs), but now they complement the special cancel nicely.
**Still gatlings to 6H and 5D; previously it was easy to overuse them (since they were the only two cancel options besides RC), but now they complement the special cancel nicely.
  }}
  }}
}}
}}
Line 264: Line 263:
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |cancel=S |roman=YRP |startup=8 |active=10 |recovery=12 |frameAdv=-8 |inv=
  |cancel=S |roman=YRP |startup=8 |active=10 |recovery=12 |frameAdv=-8 |inv=
  |description=Sweep (i.e. knocks down) with a good startup, decent range and loads of active frames.  
  |description=Sweep with a good startup, decent range and loads of active frames.  
*Really long cancel window that's useful for Rensen YRC, Rensen frame traps, and hitconfirming into Kairagi.
*Really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi.
*The 10 active frames make 2D a solid normal to stick out against characters trying to approach you from the ground, though as usual be wary of counterpokes or whiff punishes.
*The 10 active frames make 2D a solid normal to stick out against characters trying to approach you from the ground.
  }}
  }}
}}
}}
Line 279: Line 278:
  |cancel=S |roman=YRP |startup=11 |active=4 |recovery=8 |frameAdv=+2 |inv=
  |cancel=S |roman=YRP |startup=11 |active=4 |recovery=8 |frameAdv=+2 |inv=
  |description=A slowish all-purpose low poke with good range and recovery.
  |description=A slowish all-purpose low poke with good range and recovery.
*Counterhit launches the opponent; gatling into f.S or link into 5K for a damaging air combo.  
*Counter hit launches the opponent, which can be followed up with a combo.  
*With its disjointed sweep-like hitbox, good gatlings into and out of it, and frame advantage, 3P can serve as a strong neutral poke, a safe meaty on an opponent's wakeup, and a strong pressure tool.
*With its disjointed sweep-like hitbox, good gatlings, and frame advantage, 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 DPs be sure to space and time 3P correctly to avoid getting hit or clashing.
**When baiting DPs be sure to space and time 3P correctly to avoid getting hit or clashing.
**Whiffs on first frame airborne specials (e.g. reversal Riot Stamp), so don't overuse it against certain characters.
  }}
  }}
}}
}}

Revision as of 05:16, 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
Very rewarding AA, but with risks
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