GGXRD-R2/Axl Low

From Dustloop Wiki
Axl Low
GGXRD-R Axl Portrait.png
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, 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


Normal Moves

5P
5P
GGXRD Axl 5P.png
As if millions of I-No players suddenly cried out in terror, and were suddenly silenced
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 7 6 19 -11 2 10 7 S YRP 264
GGXRD Axl 5P.png
As if millions of I-No players suddenly cried out in terror, and were suddenly silenced
GGXRD Axl 5P hitbox1.pngGGXRD Axl 5P hitbox2.png
First active frame • Max Range


{{{text}}}

5K
5K
GGXRD Axl 5K.png
Your fastest normal
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 Mid 6 3 12 -3 1 6 7 S YRP 264
GGXRD Axl 5K.png
Your fastest normal
GGXRD Axl 5K hitbox.png


{{{text}}}

c.S
c.S
GGXRD Axl c.S.png
Solid bread and butter normal
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 7 6 10 +1 3 14 6 SJ YRP 384
GGXRD Axl c.S.png
Solid bread and butter normal
GGXRD Axl c.S hitbox1.pngGGXRD Axl c.S hitbox2.png


{{{text}}}

f.S
f.S
GGXRD Axl f.S.png
Good for people running at you
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
33 Mid 9 3 22 -11 2 -7/+10 S YRP 264
GGXRD Axl f.S.png
Good for people running at you
GGXRD Axl f.S hitbox.png


{{{text}}}

5H
5H
GGXRD Axl 5H.png
For frame traps, catching jumps, or letting your opponent know you screwed up a throw attempt
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42 Mid 16 4 17 -2 4 20 6 S YRP 384
GGXRD Axl 5H.png
For frame traps, catching jumps, or letting your opponent know you screwed up a throw attempt
GGXRD Axl 5H hitbox1.pngGGXRD Axl 5H hitbox2.png


{{{text}}}

5D
5D
GGXRD Axl 5D.png
Axl Low: FFIX King of Jump Rope
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 High 26 6 15 -4 3 14 20 YRP 384 Initial: 80% 17-25 Foot
GGXRD Axl 5D.png
Sometimes it anti-airs and it's funny
GGXRD Axl 5D hitbox1.pngGGXRD Axl 5D hitbox2.png


{{{text}}}

6P
6P
GGXRD Axl 6P.png
Pretty average for a 6P
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 9 3 16 -5 2 10 7 SJ YRP 264 1-11 Upper Body
GGXRD Axl 6P.png
Overshadowed by 2S, but still relevant
GGXRD Axl 6P hitbox.png


{{{text}}}

6K
6K
GGXRD Axl 6K.png
Very rewarding AA, but with risks
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22,18 Mid,Mid 11 5(2)8 15 -5 3,2 14, 10 4, 6 SJ YRP 384,264
GGXRD Axl 6K.png
Very rewarding AA, but with risks
GGXRD Axl 6K hitbox1.pngGGXRD Axl 6K hitbox2.png
First active frame • Max range
2nd hit pulls in


{{{text}}}

6H
6H
GGXRD Axl 6H.png
YAHOO!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
46 High / Air 23 9 9 +1 4 20 6 YRP 384 Initial: 80% 11-31 Airborne
GGXRD Axl 6H.png
Predictable overhead with high reward on CH
GGXRD Axl 6H hitbox1.pngGGXRD Axl 6H hitbox2.png


{{{text}}}

2P
2P
GGXRD Axl 2P.png
Also good for people running at you
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Low 12 6 18 -10 2 10 7 S YRP 264
GGXRD Axl 2P.png
Also good for people running at you
GGXRD Axl 2P hitbox1.pngGGXRD Axl 2P hitbox2.png
First active frame • Max Range


{{{text}}}

2K
2K
GGXRD Axl 2K.png
Warning: This normal is extremely enabling
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
9 Low 7 5 6 -1 0 3 8 S YRP 144 Initial: 70% 3-15 Low Profile
GGXRD Axl 2K.png
Warning: This normal is extremely enabling
GGXRD Axl 2K hitbox1.pngGGXRD Axl 2K hitbox2.png


{{{text}}}

2S
2S
GGXRD Axl 2S.png
Axl's expression here is the one you should make when anti-airing someone
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22,18 Mid 8 9,6 15 -5 2,1 10, 6 4, 6 SJ YRP 528,264
GGXRD Axl 2S.png
Axl's expression here is the one you should make when anti-airing someone
GGXRD Axl 2S hitbox1.pngGGXRD Axl 2S hitbox2.png
First active frame • Max range
2nd hit pulls in


{{{text}}}

2H
2H
GGXRD Axl 2H.png
God Bless the Special Cancel
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22,18 Low,Mid 13 8,6 19 -8 2,3 10, 14 7, 4 S YRP 264,384 Initial: 90%, 100%
GGXRD Axl 2H.png
God bless the special cancel
GGXRD Axl 2H hitbox1.pngGGXRD Axl 2H hitbox2.png
First active frame • Max range
2nd hit pulls in


{{{text}}}

2D
2D
GGXRD Axl 2D.png
A very active sweep with a sweet cancel window
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Low 8 10 12 -8 2 10 7 S YRP 264
GGXRD Axl 2D.png
A very active sweep with a sweet cancel window
GGXRD Axl 2D hitbox1.pngGGXRD Axl 2D hitbox2.pngGGXRD Axl 2D hitbox3.png


{{{text}}}

3P
3P
GGXRD Axl 3P.png
Axl's favorite meaty normal
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
3P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Low 11 4 8 +2 2 10 7 S YRP 264
GGXRD Axl 3P.png
Axl's favorite meaty normal
GGXRD Axl 3P hitbox.png


{{{text}}}

j.P
j.P
GGXRD Axl j.P.png
Not a lot of range, but your fastest air option
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 High / Air 7 4 9 0 3 8 CS YRP 144
GGXRD Axl j.P.png
Not a lot of range, but your fastest air option
GGXRD Axl j.P hitbox.png


{{{text}}}

j.K
j.K
GGXRD Axl j.K.png
Why the CH untech is so long no one can quite say
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 High / Air 8 8 12 2 10 7 SJ YRP 264
GGXRD Axl j.K.png
Why the CH untech is so long no one can quite say
GGXRD Axl j.K hitbox.png


{{{text}}}

j.S
j.S
GGXRD Axl j.S.png
Be mindful of the hurtbox on the chain
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16,12 High / Air, All 11 8,8 9 2 10×2 4, 6 S YRP 264×2
GGXRD Axl j.S.png
Be mindful of the hurtbox on the chain
GGXRD Axl j.S hitbox1.pngGGXRD Axl j.S hitbox2.png
First active frame • Max range
2nd hit pulls in


{{{text}}}

j.H
j.H
GGXRD Axl j.H.png
Either a jump-in or combo filler
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 High / Air 10 12 9 2 10 7 S YRP 264
GGXRD Axl j.H.png
Either a jump-in or combo filler
GGXRD Axl j.H hitbox1.pngGGXRD Axl j.H hitbox2.png


{{{text}}}

j.D
j.D
GGXRD Axl j.D.png
You can use it for ghetto dustloops, too!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 High / Air 10 2 22 + 5 Landing Recovery 2 10 7 S YRP 264
GGXRD Axl j.D.png
You can use it for ghetto dustloops, too!
GGXRD Axl j.D hitbox.png


{{{text}}}

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
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Mid 7 6 14 2 10 7 S YRP 264
GGXRD Axl j.6P.png
For when you want a ranged poke in the air but j.S won't hit
GGXRD Axl j.6P hitbox1.pngGGXRD Axl j.6P hitbox2.png
First active frame • Max range

{{{text}}}

j.6K
j.6K
GGXRD Axl j.6K.png
For more bombers!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24, 18 High / Air 9 6,3 12 2 10×2 7, 6 S YRP 264
GGXRD Axl j.6K.png
For more bombers!
GGXRD Axl j.6K hitbox1.pngGGXRD Axl j.6K hitbox2.png
First active frame • Max range
2nd hit pulls in

{{{text}}}

j.2S
j.2S
GGXRD Axl j.2S.png
For the sneaky people running under j.S
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 High / Air 13 14 9 2 10 4 S YRP 264
GGXRD Axl j.2S.png
For the sneaky people running under j.S
GGXRD Axl j.2S hitbox1.pngGGXRD Axl j.2S hitbox2.png
First active frame • Max range


{{{text}}}

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Axl GroundThrow.png
Slam 'em to the ground
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,50 Ground Throw: 78750 1 +71 0 NA 6, 0 R 480 Forced: 50%
GGXRD Axl GroundThrow.png
Surprisingly important offensive tool
Frame advantage listed is on successful throw
Stun value: 25


{{{text}}}

Air Throw
Air Throw
GGXRD Axl AirThrow.png
Not much to say about it other than it does its job
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 192500 1 0 NA 6, 0 R 480 Forced: 65%
GGXRD Axl AirThrow.png
Not much to say about it other than it does its job
Stun value: 30


{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD Axl 6P.png
It WILL whiff often and it WILL make you sad
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 9 2 17 -5 2 10 7 -5000 / 264 Initial: 50% 1-20F Full
21-24F Throw
GGXRD Axl 6P.png
It WILL whiff often and it WILL make you sad
GGXRD Axl 6P hitbox.png

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Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Axl BlitzAttack.png
Look at that grin
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged
Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1-Button release: Blitz
GGXRD-R Axl BlitzAttack.png
Love to RPS on defense
GGXRD-R Axl BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
Crumples opponent on ground CH (79F)
Max Charge
[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1-50: Blitz
GGXRD-R Axl BlitzAttack.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
Crumples opponent on ground hit

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Special Moves

Sickle Flash
Sickle Flash
[4]6S
GGXRD Axl SickleFlash.png
Your favorite special
GGXRD Axl MelodyChain.png
Hilariously large hitbox
GGXRD Axl SpinningChainStrike.png
Surprisingly very painful to get hit by
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Attack
[4]6S
Sickle Flash
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×3 Mid 13 12(3 Hit) 37 -13 4 10 9 YRP 250 / 120×3 Initial: 80%
GGXRD Axl SickleFlash.png
Your favorite special
GGXRD Axl SickleFlash hitbox1.pngGGXRD Axl SickleFlash hitbox2.png
First active frame • Max Range
30F charge time
Can cancel into followups 36~41F
Melody Chain
Sickle Flash > 2 or 3
Spinning Chain Strike
Sickle Flash > 8 or 9

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Artemis Hunter
Artemis Hunter
623S
GGXRD Axl ArtemisHunter.png
Benten-sama!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623S
Artemis Hunter
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
46 All 9 6 35 -27 2 10 7 R 200 / 480 Initial: 90% 1-11 Full
GGXRD Axl ArtemisHunter.png
The enormous hitbox will save your life
GGXRD Axl ArtemisHunter hitbox.png


{{{text}}}

Thunder Shadow Chain
Thunder Shadow Chain
623K
GGXRD Axl ThunderShadowChain.png
Great for annoying people
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623K
Thunder Shadow Chain
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 High / Air 28 4 13+3 After Landing +1 4 20 6 YRP 200 / 480 4-Airborne
GGXRD Axl ThunderShadowChain.png
Great for annoying people
GGXRD Axl ThunderShadowChain hitbox.png

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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.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41236H
Spindle Spinner
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,0,80 Ground Throw 27 20 38 +34 0,4 NA 0, 0, 16 YRP 300 / 0,480 Forced: 70%
GGXRD Axl SpindleSpinner.pngGGXRD Axl SpindleSpinner2.png
  • It is proper etiquette to scream "YES!!" with Axl when this move lands, even if you're the one being hit.
GGXRD Axl SpindleSpinner hitbox.png


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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
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
P
214P
P Heaven Can Wait (Mid)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,80 Total 34 +60 0,4 NA 0, 20 RP 120 / 0,720 Forced: 70% 4-19 Mid and High Guard Point
GGXRD Axl HeavenCanWait.pngGGXRD Axl HeavenCanWait3.png
Don't be too big brain with this move
GGXRD Axl HeavenCanWait P hitbox.png
Damage and Frame Advantage listed is on successful catch
K
214K
K Heaven Can Wait (Low)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,80 Total 29 +60 0,4 NA 0, 20 RP 112 / 0,720 Forced: 70% 4-19 Low Guard Point
GGXRD Axl HeavenCanWait.pngGGXRD Axl HeavenCanWait3.png
Don't be too big brain with this move
GGXRD Axl HeavenCanWait K hitbox.png
Damage and Frame Advantage listed is on successful catch

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Axl Bomber
Axl Bomber
j.623H
GGXRD Axl AxlBomber.png
lööps
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.623H
Axl Bomber
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 All 9 4 10 After Landing 4 20 7 YRP 200 / 480
GGXRD Axl AxlBomber.png
No, this is not a DP
GGXRD Axl AxlBomber hitbox.png

{{{text}}}

Sparrowhawk Stance
Sparrowhawk Stance
214HS
GGXRD Axl SparrowhawkStance.png
GGXRD Axl SparrowhawkStance2.png
Still the ultimate scrub killer
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Stance
214H
Sparrowhawk Stance
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Maximum 188 YRP 150 / 0
GGXRD Axl SparrowhawkStance.png
Followup moves are possible at 23F and become unblockable after waiting 150F
→High
Stance > P
214H > P
High
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 23+4 16 27 2 10 7 YRP 50 / 240 Forced: 80%
GGXRD Axl SparrowhawkStance2.png
Still the ultimate scrub killer
GGXRD Axl SparrowhawkStance P hitbox1.pngGGXRD Axl SparrowhawkStance P hitbox2.png
Stance P first active frame • Stance P max range
Cancelable to other attack follow-ups on hit
→Mid
Stance > K
214H > K
Mid
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 All 23+5 19 26 -21 2 10 7 YRP 50 / 240 Forced: 80%
GGXRD Axl SparrowhawkStance2.png
Still the ultimate scrub killer
GGXRD Axl SparrowhawkStance K hitbox1.pngGGXRD Axl SparrowhawkStance K hitbox2.png
Stance K first active frame • Stance K max range
Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
→Low
Stance > S
214H > S
Low
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 All 23+8 21 16 -16 2 10 7 YRP 50 / 240 Forced: 80% [Forced: 70%]
GGXRD Axl SparrowhawkStance2.png
Still the ultimate scrub killer
GGXRD Axl SparrowhawkStance S hitbox1.pngGGXRD Axl SparrowhawkStance S hitbox2.png
Stance S first active frame • Stance S max range
Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
Values in [ ] are when Low is used first after entering Sparrowhawk Stance
→End Stance
Stance > H
214H > H
Cancel
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 28 YRP

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Overdrives

Sickle Storm
Sickle Storm
2363214H
[2363214D]
GGXRD Axl SickleStorm.png
For when you want to DP but you also want more fire
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2363214H
Sickle Storm
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50×2,30×5
[62×2, 37×5]
Mid 14+1 4,4(22)2×6 36 -4 4 20×2, 10×5 -6×7 YRP -5000 / 0 1-16 Full
17-18 Throw
GGXRD Axl SickleStorm.png
For when you want to DP but you also want more fire
GGXRD Axl SickleStorm hitbox1.pngGGXRD Axl SickleStorm hitbox2.pngGGXRD Axl SickleStorm hitbox3.png
Values in [ ] are for Burst version
Minimum damage: 20% [40%]


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Shark Strike
Shark Strike
214214S
GGXRD Axl SharkStrike.png
2H on steroids
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214214S
Shark Strike
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20,42 Mid,All 3+2 11(8)2 6 +11 4 20 6 YRP -5000 / 0 Forced: 85%
GGXRD Axl SharkStrike.png
2H on steroids
GGXRD Axl SharkStrike hitbox1.pngGGXRD Axl SharkStrike hitbox2.png
2nd hit pulls in
2nd hit staggers for 69F max, frame adv between +62F~+27F
Minimum damage: 20%


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Instant Kill

Amphora Conflagration
During IK Mode: 236236H
GGXRD Axl AmphoraConflagration1.png
GGXRD Axl AmphoraConflagration2.png
See ya
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

{{{text}}}


Navigation

Template:Navbar-GGXRD-R2

To edit frame data, edit values in GGXRD-R2/Axl Low/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.