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======<font style="visibility:hidden" size="0">Thunder Shadow Chain</font>====== | ======<font style="visibility:hidden" size="0">Thunder Shadow Chain</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 19:56, 5 July 2015
Axl Low |
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Defense Modifier: x1.06 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 4F Backdash Time: 16F Backdash Invincibility: 1-8F
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Overview
Axl originally lived in the 20th century. 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.
Later in the series, Axl is wandering about, looking for Faust, in hopes of being cured by a doctor of such skill. He encounters various people on the way, and fights them, chalking it all up to bad luck. Then he meets up with Sol Badguy. After this, the path splits. In one ending, Axl fights Kliff Undersn and Justice, and then realizes that he's been thrown back in time once again. In the other (more likely) ending, he battles Faust, and then is diagnosed with involuntary timeslipping. Faust blames this on there being an alternate version of Axl in existence.Axl meets up with I-No, among other people, while wandering about. As is the case with many other characters, I-No is the catalyst that causes the events that follow. In the first ending, he meets up with That Man and finds out from him that Raven is the cause of his timeslipping, and it is implied that Raven is the alternate version of Axl that was diagnosed by Faust. In another, Axl fights with Zappa, and afterward begins to wonder how Megumi is faring. In his third ending, he ends up fighting a future version of himself; he also asks "himself" that if he can return to Megumi, but receives no answer. This allegedly has something to do with actions performed by Axl later on. Perhaps more light will be shed on this in later games. Interestingly, since the three endings have nothing to do with each other, and don't contradict each other in any way, it is entirely possible that they all happened.Axl first battles I-No. Depending on the method of victory, Axl may continue travelling, or he will once again be forced through time, during the first Sacred War, forced to battle Kliff Undersn, Order-Sol and even another version of himself.
In Xrd, Axl confront I-No yet again just to tell her to bring him to That Man with important information. I-No bring Axl to The Backyard to meet That Man. Axl tells That Man the message, than Axl learned that he have no way out to escape.
- Strengths
- Has extreme reach from many moves, this means he can work around most of the cast's zoning as well as harass close range fighters.
- Strong anti-air game
- Can often get damage and knockdown from AA hits as well as with meter.
- Weaknesses
- Pokes are slow and often situational.
- Pressure is very reliant on frame traps.
Move List
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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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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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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6P
6P |
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3P
3P |
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6K
6K |
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6H
6H |
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j.6P
j.6P |
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2D
2D |
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5D
5D |
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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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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 63214S |
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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 63214H |
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Overdrives
Sickle Storm
Sickle Storm 2363214H |
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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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Strategy
General Tactics
Axl plays somewhat differently from a majority of the Guilty Gear cast. His normals give him coverage of a lot of spaces, but compared to characters that have, for example, a jab to throw out, he has to commit pretty hard to any option he chooses. Using Axl properly requires thorough matchup knowledge, and involves identifying the situations that opponents cannot handle well and forcing those situations upon them. The first step is to understand Axl's own advantages.
Axl's pressure takes place at mid-range. By mid-range, I mean outside of the range of most characters' fast pokes, such as 5Ps and 5Ks. At this range, Axl has a lot more ability to play safe, going for options like f.S, 5K, 2K, and 3P allow him to bully the opponent without much opportunity to punish him, and so while you don't have the ability to open opponents up quite as easily as some others, you can keep them in frame traps for a long time, and for many characters the only recourse is to try something risky. With Sickle Flash YRC, Axl can keep opponents in blockstun for a long time, and his mixup tools are unusual and force opponents to make big choices (jump over an unblockable, switch blocks or jump to beat a crossup, etc.).
Axl can also excel at approaching. From far away, a lot of characters will try to either set up or run in. Axl gets to stop both with fast, screen-crossing pokes that force most characters to either throw something out that will whiff if you do nothing, or get punished for running or trying to set up projectiles or whatnot. A full-screen knockdown can still often net Axl a safe jump overhead that puts him in the middle range he wants to play neutral/pressure from. A Sickle Flash YRC can simply force the opponent to concede offensive momentum in most situations where they can't immediately hit you.
Lastly, Axl is good at reactively stopping approaches from just outside his optimal range. Sickle Flash and Heaven Can Wait are difficult for long-range characters to get around, and his dominant anti-air game with tools like 5P, 6K, 2S, 2K net him a lot of control over opponents trying to jump, and sickle flash, 2H, and f.S form a strong base of tools to react to ground approaches with. While whiffing an attack can be dangerous for Axl, having breathing room means you have time to react to whatever the opponent is trying.
So the basic gameplan is: Identify the matchup. Are they going to have a hard time approaching you? Stay back and stop them. Can they beat your f.S at midrange? Bully them from there and keep them in blockstun. Are they going to try to stay back and set up? Punish them from further away than they can deal with, then keep offensive momentum with oki. There's a bag of tricks to learn on top of this basic strategy, but your number one job is to identify which of Axl's three strongest games you want to be playing, and play it.
When Axl is under pressure, he can rely on FD to push opponents into the midrange he wants them to be in, but as far as fast options to get people off of you go... you're kind of out of luck if you want to be safe. If you can get a window big enough to jab, your counter is a good option if you know they'll throw an attack and which way it will hit. If you know you don't have the frames, you can DP or super, but they're pretty risky, so make sure you're right! And then Axl does have the option to throw if you can get a good IB in, so throw OS with 6P or c.S is probably your go-to breakout. Occasionally you can get away with throwing a 2K to low-profile or a 6H or 5K to low-crush, but I would consider those to be very matchup-dependent and hard reads in most cases.
Tips and Tricks
Okizeme Options
- j.P - Delayed safejump, can lead into a second overhead depending on timing. Also a good tick throw.
- j.K - Can be jump cancelled, can lead to big damage on jump-out counterhits, horizontal range means safer against throws
- j.S - Safe from a long range. Second hit can meaty can lead into Thunder Shadow Chain cross-ups.
- j.H - Lots of blockstun on block, can potentially lead to big damage.
- j.D - The riskiest aerial option due to the recovery/landing animation but can lead to big meterless damage on hit.
- 2K - Relatively safe, goes into a tick throw.
- Thunder Shadow - A decent crossup in some situations, and the YRC lets you just air-approach with it (Not a bad way to get an airthrow, either)
- Spindle Spinner - If you're pretty sure they'll block or blitz on wakeup. This can lead to very fat damage with 50% meter.
- 2H/3P - Both pretty safe from a certain range, baits out DPs and stuff.
- Sickle Flash - Forces them to be in blockstun. At the right range, most characters can't do much besides block, and will take a knockdown if they don't.
TK Bomber
Globally, the chain route for TK Bomber is 6K > 2S > TK Bomber (j.6321417-3H or 6923H or 9623H, delay the H). Depending on certain characters, you may have to delay either 2S or TK Bomber. The input for TK Bomber is different than other TK inputs due to the height requirement in order to use it. This chain route can be done from throws, Artemis Hunter (DP) RC, and anti-airs that can be jump cancelled (6P, 6K, c.S and 2S). From a DP RC, you can add an additional loop of 5P > 6K > 2S > TKB. In the corner, you can loop the TKB chain route off of a throw: (6K > 2S > TK Bomber) x n > 5K > 2S > TK Bomber, where n is usually 2.
Combos
All combos done on Sol unless noted otherwise.
c.S > RC/Super Combos
- Midscreen
- c.S>5HS>2D>[4]6S~9>RC>63214HS~PKPKPK [197]
- c.S>5HS>2D>[4]6S~9>RC>66>c.S 2S(2)>jc>j.HS>jD>j.623HS [200]
- c.S>5HS>2D>[4]6S~9>RC>63214S>c.S 2S(2)>jc>j.HS>5D>j.623D [196]
- c.S>5HS>2D>>[4]6S~9>RC>IAD j.623HS, 5P>6K(2)>2S(2)>jc>j.HS>jD>j.623HS [195]
- c.S>5HS>214214S, 66>5P>6K(2)>c.S>5HS>[4]6S~9 [180]
- c.S>5HS>214214S, throw, 66>5P>6K(2)>2S(2)>jc>j.HS>jD>j.623HS [167]
- c.S>5HS>2D>623S>RC>66>c.S>2S(2)>jc>j.623H, 5P>6K(2)>2S(2)>jc>j.HS>jD>j.623HS [218]
- c.S>5HS>RC>IAD j.HS>jD, c.S>5P>6K(2)>2S(2)>jc>j.HS>jD>j.623HS [196]
- c.S>5HS>2D>2363214HS [200]
- Corner
- c.S>5HS>2D>[4]6~9>RC>66>(c.S 2S(2)>jc>j.623HS)x2 [206]
- c.S>5HS>2D>214214S, 66>5P>6K(2)>2S(2)>jc>j.623HS, 5K>2S(2)>jc>j.623HS, OTG 2K [196]
- c.S>5HS>RC>5D, IAD>j.S(1)>HS>jD, c.S>5HS>>[4]6S~3 [199]
- c.S>5HS>RC>5D~6, c.S>6P>c.S>5P>6K(2)>2S(2)>jc>j.623HS, 5K>2S(2)>jc>j.623HS [199]
- c.S>5HS>RC>IAD j.HS>jD, c.S>5P>6K(2)>2S(2)>jc>j.623HS, 5K>2S(2)>jc>j.623HS, OTG 2K [197]
Throw Combos
- Midscreen
- Throw, 66>5P>6K(2)>2S(2)>jc>j.623HS, 66>OTG 2K [102]
- Throw, 6K(2)>2S(2)>jc>j.623HS, 66>OTG 2K [97|Ramlethal]
- Throw, 6K(2)>jc>j.623HS [83|Venom]
- Throw, 6K(2)>jc>j.K>jc>dj.S(2)>5HS>j.623HS [103|Venom]
- Throw, 66>6K(2)>2S(2)>jc>j.HS>jD>j.623HS, 66>OTG 2K [104|Potemkin]
- Corner
- Throw, (c.S>jc>j.623HS)x2, c.S 2S(2)>jc>j.623HS, OTG 2K [140|May]
- Throw, 6P>(c.S>jc>j.623HS)x2, c.S>2S(2)>jc>j.623HS, OTG 2K [138]
- Throw, 66>(6P>c.S>2S(2)>jc>j.623HS)x2, OTG 2K [123|Potemkin]
- Throw, 66>6P>c.S>2S(2)>jc>j.623HS, 5K>c.S>2S(2)>jc>j.623HS, 5K>c.S>jc>j.623HS [120|Potemkin]
5D Combos
- Midscreen
- 5D~8,>j.D>j.D>jK>jc>dj.H>jD>j.623HS [121]
- Corner
- 5D~6, j.S(1)>j.HS>j.D, c.S>5HS>>[4]6~3 [139]
- 5D~6, c.S>6P>c.S>5P>6K(2)>2S(2)>jc>j.623HS, 5K>2S(2)>jc>j.623HS, OTG 2K [141]
- 5D~6, c.S>6P>c.S>jc>IAD j.HS>jD, c.S>5P>6K(2)>2S(2)>jc>j.623HS, OTG 2K [128|Potemkin]
41236HS Combos
- Midscreen
- 41236HS(0)>RC>IAD j.HS>j.D, c.S>5P>6K(2)>2S(2)>jc>j.HS>j.D>j.623HS [212]
- 41236HS(full)>RC>66>c.S>2S(2)>jc>j.623HS, 5P>6K(2)>2S(2)>jc>j.HS>j.D>j.623HS [187]
- Corner
- 41236HS(0)>RC>IAD j.HS D, c.S>5P>6K(2)>2S(2)>jc>j.623HS, c.S 2S(2)>jc>j.623HS [221]
- 41236HS(full)>RC>66>(c.S>2S(2)>jc>j.623HS)x2 [171]
623S RC Combos
- Midscreen
- 623S RC>66>c.S>2S(2)>jc>j.K>jc>dj.HS>j.D>j.623HS [140]
- 623S RC>63214HS~PKPKPK [140]
- 623S RC>66>c.S>2S(2)>jc>j.623HS, 5P>6K(2)>2S(2)>jc>j.HS>j.D>j.623HS [171]
214P RC Combos
- Midscreen
- 214P RC>c.S>2S(2)>jc>j.K>jc>dj.HS>j.D>j.623HS [156]
- 214P RC>c.S 2S(2)>jc>j.623HS, 5P>6K(2)>2S(2)>jc>j.HS>j.D>j.623HS [177]