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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 | *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 | *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. | ||
}} | }} | ||
}} | }} | ||
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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 | *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 | |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; | *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 | *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 | *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. | ||
* | *Only gatlings into j.D, which can make it more unsafe than j.K if Axl is too high. | ||
*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 | |||
}} | }} | ||
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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 | *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. | ||
* | *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 | *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 | *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. | ||
}} | }} | ||
}} | }} |
Revision as of 05:37, 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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