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|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 | *Good upper-body invuln with a hitbox that's great against IADs and other low-height aerial approaches. | ||
*Launches the opponent on | *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. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=6K | |name=6K | ||
|image=GGXRD_Axl_6K.png |caption= | |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 | |description=A slow diagonal anti-air that hits twice. | ||
* | *Second hit vacuums, and both hits can be jump cancelled. | ||
*Slow startup and a long extended hurtbox | *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 | *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. | ||
}} | }} | ||
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|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 | *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 | *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 | *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 | *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 | *Linking to Kairagi on normal hit is possible on some characters whose shorter crouch block hurtboxes allows for meatier hits. | ||
}} | }} | ||
}} | }} | ||
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|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 | |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 | *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 ( | *Can be low profiled/low crushed by certain characters (e.g. Sol with Grand Viper, Johnny with forward dash). | ||
* | *Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. | ||
}} | }} | ||
}} | }} | ||
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|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. | ||
* | *Relatively quick startup and fast animation makes it good for abare. | ||
* | *Loses cleanly to low pokes, so use other normals for ground footsies. | ||
*Common way to set up tick throws and frame traps. | |||
* | |||
}} | }} | ||
}} | }} | ||
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|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 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 | *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. | ||
* | *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. | ||
}} | }} | ||
}} | }} | ||
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|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 | |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 | **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 | **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. | ||
}} | }} | ||
}} | }} | ||
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|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 | |description=Sweep with a good startup, decent range and loads of active frames. | ||
*Really long cancel window that's useful for Rensen | *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 | *The 10 active frames make 2D a solid normal to stick out against characters trying to approach you from the ground. | ||
}} | }} | ||
}} | }} | ||
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|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. | ||
* | *Counter hit launches the opponent, which can be followed up with a combo. | ||
*With its disjointed sweep-like hitbox, good gatlings | *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. | ||
}} | }} | ||
}} | }} |
Revision as of 05:16, 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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