GGXRD-R2/Axl Low: Difference between revisions

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  |description=A weak air jab which happens to be Axl's only self-cancelled normal.
  |description=A weak air jab which happens to be Axl's only self-cancelled normal.
*Rarely used in combos, though it's useful for low height pickups after 2S.
*Rarely used in combos, though it's useful for low height pickups after 2S.
*Can be used to cancel the first hit of j.S to retract the extended hurtbox, which can save you from projectiles like Gunflame.
*Can be used to cancel the first hit of j.S to retract the extended hurtbox, which can save you from projectiles like Gunflame.
*Due to its inability to be self-cancellable on whiff, long recovery for a jab, and stubby hitbox, it's not a good idea to use this normal as an air-to-air.
*Due to its inability to be self-cancellable on whiff, long recovery for a jab, and stubby hitbox, it's a poor air-to-air.
*Can be used as a cute tick throw setup if you use it as a safe jump/meaty normal, but be wary of people mashing out.
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  |description=A kick with long active frames and jump cancel.
  |description=A kick with long active frames and jump cancel.
*Mostly air combo filler, usually followed up with jc j.H > j.D > Axl Bomber.
*Mostly air combo filler, usually followed up with jc j.H > j.D > Axl Bomber.
*Air counter hit has huge untech time and small float; confirm it into a full combo with anti-air normals or airdash j.S/H/D. This plus its decent hitbox makes j.K usable as a situational air-to-air.
*Air counter hit has huge untech time that can easily be confirmed into a full combo. This plus its decent hitbox makes j.K usable as a situational air-to-air.
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  |damage=16,12 |tension=264×2 |risc=4,6 |prorate= |level=2 |guard=High / Air, Mid / Air
  |damage=16,12 |tension=264×2 |risc=4,6 |prorate= |level=2 |guard=High / Air, Mid / Air
  |cancel=S |roman=YRP |startup=11 |active=8,8 |recovery=9 |frameAdv= |inv=
  |cancel=S |roman=YRP |startup=11 |active=8,8 |recovery=9 |frameAdv= |inv=
  |description=A long diagonal two-hit chain.  
  |description=A long diagonal air-to-ground chain.  
*Hits twice, second hit vacuums and is a mid. Counter hit recovery.
*Hits twice, second hit vacuums and is a mid. Counter hit state recovery.
*Good approach tool with IAD against passive opponents; cancels into j.H and j.6P for tighter pressure or combos when landing close to opponent.
*Good approach tool with IAD against passive opponents; gatlings into j.H and j.6P to extend pressure or combo.
*Hurtbox traveling along most of the chain makes it easy to anti-air; the small hitbox can also whiff if you are too close or do it too high in the air.
*Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.
*The second hit's hitbox travels back towards Axl, which can occasionally catch people off guard. It's best to not rely on this happening however.
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.
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  |description=A big chain swing with good damage and long active frames.
  |description=A big chain swing with good damage and long active frames.
*Axl's best jump in at close range thanks to its active frames and hitbox.
*Axl's best jump in at close range thanks to its active frames and hitbox.
*Gatlings only into j.D which can make it more unsafe than j.K if Axl is too high.
*Only gatlings into j.D, which can make it more unsafe than j.K if Axl is too high.
*On air counter hit gives you increased untech time, though not as much as j.K or j.D gives.
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.
*Early active frames can cross up, but the practical usage is non-existent due to how hard it is to do.
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*Launches the opponent with big float on both ground and air hits; wallsplats in the corner.  
*Launches the opponent with big float on both ground and air hits; wallsplats in the corner.  
*Huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.
*Huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.
*Landing recovery makes it risky as a falling jump-in normal (punishable with throws or fast normals if done too high).
*Landing recovery makes it punishable with throws or fast normals if done too high.
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  |damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=S |roman=YRP |startup=7 |active=6 |recovery=14 |frameAdv= |inv=
  |cancel=S |roman=YRP |startup=7 |active=6 |recovery=14 |frameAdv= |inv=
  |description=A long horizontal chain poke.
  |description=A long aerial horizontal chain poke.
*Faster and more reliable than j.K for air-to-air situations, but the reward is much smaller.
*A little more reliable than j.K for air-to-air situations, with a lot less reward on hit.
*Good against characters that are too fast in the air for 5P and 2S (e.g. Millia, Dizzy).
*Good against characters that are too fast in the air for 5P and 2S (e.g. Millia, Dizzy).
*Good confirm from a falling j.S airhit; can be even linked into 5P for more damage if the opponent is close enough to the ground.   
*Good confirm from a falling j.S air hit; can be even linked into 5P for more damage if the opponent is close enough to the ground.   
*Can be used after 6K to combo at ranges where 2S wouldn't connect.
*Can be used after 6K to combo at ranges where 2S won't connect.
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*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than j.S is.
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than j.S is.
*Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. The counter hit recovery can make getting hit in this situation a lot more punishing.
*Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. The counter hit recovery can make getting hit in this situation a lot more punishing.
*Counter hit has increased untech time, though it has to be done while falling to get a bigger combo out of it and you are usually cancelling into another normal like j.6P.
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Revision as of 05:37, 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