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| {{MoveData | | {{MoveData |
| |name=6P | | |name=6P |
| |image=GGXRD_Axl_6P.png |caption=One of the game's weaker 6Ps | | |image=GGXRD_Axl_6P.png |caption=Pretty average for a 6P |
| |data= | | |data= |
| {{AttackData-GGXRD-R2 | | {{AttackData-GGXRD-R2 |
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, though while his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your 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). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.
Strengths/Weaknesses
Strengths |
Weaknesses
|
- Long-reaching normals and specials
- Strong anti-air game that leads to big damage and/or knockdown
- Decent combo conversion ability, especially with meter
- Rensen: a powerful neutral tool in the form of beam-like projectile that can be YRC'd
- Benten: a meterless, fully-invuln reversal
|
- Normals and specials are slow and situational
- Poor mobility, especially in the air
- Offense largely consists of very plain frame traps and throws
- Low damage on grounded opponents without meter, even in the corner
- Low effective health
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Template:CharLinks-GGXRD-R2
Normal Moves
5P
5P
As if millions of I-No players suddenly cried out in terror, and were suddenly silenced
|
|
5K
c.S
c.S
Solid bread and butter normal
|
|
f.S
f.S
Good for people running at you
|
|
5H
5H
For frame traps, catching jumps, or letting your opponent know you screwed up a throw attempt
|
|
5D
5D
Axl Low: FFIX King of Jump Rope
|
|
6P
6P
Pretty average for a 6P
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|
6K
6K
Very rewarding AA, but with risks
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22,18
|
Mid,Mid
|
11
|
5(2)8
|
15
|
-
|
-
|
|
6H
2P
2P
Also good for people running at you
|
|
2K
2K
Hilariously goes under many things
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|
2S
2S
Axl's expression here is the one you should make when anti-airing someone
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|
2H
2H
God Bless the Special Cancel
|
22,18
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Low,Mid
|
13
|
8,6
|
19
|
-
|
-
|
|
2D
2D
A very active sweep with a sweet cancel window
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3P
3P
Axl's favorite meaty normal
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|
j.P
j.P
Not a lot of range, but your fastest air option
|
|
j.K
j.K
Why the CH untech is so long no one can quite say
|
|
j.S
j.S
Be mindful of the hurtbox on the chain
|
16,12
|
High / Air, Mid / Air
|
11
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8,8
|
9
|
-
|
-
|
|
j.H
j.H
Either a jump-in or combo filler
|
38
|
High / Air
|
10
|
12
|
9
|
-
|
-
|
|
j.D
j.D
You can use it for ghetto dustloops, too!
|
40
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High / Air
|
10
|
2
|
22 / 5 Landing Recovery
|
-
|
-
|
|
j.6P
j.6P
For when you want a ranged poke in the air but j.S won't hit
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j.6K
j.6K
For more bombers!
|
24, 18
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High / Air
|
9
|
6,3
|
12
|
-
|
-
|
|
j.2S
j.2S
For the sneaky people running under j.S
|
16
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High / Air
|
13
|
14
|
9
|
-
|
-
|
|
Universal Mechanics
Ground Throw
Ground Throw
Slam 'em to the ground
|
0,50
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Ground Throw: 78750
|
1
|
|
|
-
|
-
|
|
Air Throw
Air Throw
Not much to say about it other than it does its job
|
0,60
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Air Throw: 192500
|
1
|
|
|
-
|
-
|
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Dead Angle Attack
Dead Angle Attack
It WILL whiff often and it WILL make you sad
|
|
Blitz Shield Charge Attack
Blitz Attack
Puts you in a good position for Haitaka
|
50
|
Mid
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(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
Your favorite special Your favorite counterhit 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
Benten-sama!
|
|
Thunder Shadow Chain
Thunder Shadow Chain 623K
Great for annoying people
|
45
|
High / Air
|
28
|
4
|
13+3 After Landing
|
-
|
-
|
|
Spindle Spinner
Spindle Spinner 41236H
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
U wot mate? The bandana does more than just look good
|
0,80
|
|
|
|
Total 34
|
-
|
-
|
0,80
|
|
|
|
Total 29
|
-
|
-
|
|
Axl Bomber
Axl Bomber j.623H
lööps
|
50
|
All
|
9
|
4
|
10 After Landing
|
-
|
-
|
|
Sparrowhawk Stance
Sparrowhawk Stance 214HS
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]
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
2H on steroids
|
20,42
|
Mid, All
|
3+2
|
11(8)2
|
6
|
-
|
-
|
|