Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, 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.
|Lore:||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. 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.|
|Axl Low is the resident zoner of Xrd. 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.|
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.
- Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes.
- Whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's Fafnir).
- If 5P hits an opponent in the air, you can gatling into 6K or 2S for combos on normal hit. On counter hit can be comboed into Haitaka. RRC is also an option for some higher damage confirms.
- Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.
A standing kick that's the closest thing Axl has to a jab.
- A common starter for pressure and combos since it's Axl's fastest normal and has good gatlings.
- 5K also serves as one of his better abare options, though it's slower and has a lot more recovery than other abare normals.
- Can go over some low attacks because of no hurtbox beneath the kick.
An upward sickle attack commonly used in combos and pressure.
- Extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block.
- Being a proximity normal, it's usually cancelled from 5K/2K during pressure since it's hard to get this move out on its own.
- Good choice for throw OS since it's faster than 6P and has much better hitbox vertically; beware of accidental Rensen if doing it out of blockstun.
- Can be used to cover the vertical blind spot of 2S as an antiair, though it requires more precise timing due to lack of upper body invuln
A mid-range poke with great range and good startup.
- Decently strong round start option.
- Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.
- Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.
- Long cancel window, which makes executing Rensen YRC very easy.
Slow swing with surprisingly good range, usually used after c.S as combo/blockstring filler.
- The first two active frames are an extremely disjointed hitbox that can occasionally act as anti-air.
- Ground CH allows you to combo with 5D (if you can react) or 5K. Air CH has significant untech time.
- Rev2 extended the cancel window, allowing frame traps with Rensen.
- c.S > 5H can sometimes drop against some characters due to hitbox weirdness.
The universal overhead with a slow and very visible startup.
- Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from.
- Lower body/foot invuln between frames 17-25, which can let 5D avoid some low attacks, though using it this way is very impractical.
A backfist anti-air normal.
- Good upper-body invuln with a hitbox that's great against IADs and other low-height aerial approaches.
- Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD j.H > j.D or Raiei.
- Shares many gatlings with c.S, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes.
A slow diagonal anti-air that hits twice.
- Second hit vacuums, and both hits can be jump cancelled.
- Slow startup and a long extended hurtbox makes 6K hard to use on reaction; use it to preemptively catch predictable jumps or air dashes.
- Easy to confirm into combos; gatling into 2S at closer range or jump cancel j.6P from further away.
- If the opponent FDs it in the air, you can gatling into 6H for pressure, special cancel into Rensen to force FD, or jump cancel to move away.
- Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with c.S.
A leaping overhead with long startup and active frames.
- Counterhit gives you a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.
- Safest to do after 5H, but c.S and 3P are also good choices because people may be expecting a low instead.
- Airborne between frames 11 and 31, so it can beat most low-hitting attacks if you read them correctly.
- Hitting 6H late as meaty on wake-up gives you a big frame advantage, but can be reacted to with invuln reversals or blitz.
- Linking to Kairagi on normal hit is possible on some characters whose shorter crouch block hurtboxes allows for meatier hits.
A slowish horizontal chain that hits crouchers. Reaches max range on frame 16.
- Strong low poke, often cancelled into Rensen for long range pressure.
- Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit.
- Stops characters running at Axl with less risk than 2H when jumped over (shorter CH state and animation), though it can still be whiff punished.
- 6H gatling can be used as a surprise overhead/frame trap.
- Can be low profiled/low crushed by certain characters (e.g. Sol with Grand Viper, Johnny with forward dash).
- Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles.
A low kick with decent startup and short range.
- Strong low-profile normal, which lets Axl duck under many normals and specials.
- Relatively quick startup and fast animation makes it good for abare.
- Loses cleanly to low pokes, so use other normals for ground footsies.
- Common way to set up tick throws and frame traps.
Marvelous anti-air normal with a fast start-up and really long vertical range.
- Hits twice, vacuums on the second hit, and is jump cancellable from either hit.
- The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor.
- Reaching higher takes longer than 8F so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing at these spacings instead.
- Air moves that let characters stall in the air can cause 2S to whiff and/or get punished. Playing a little more patiently against these moves can help you get anti-air them more consistently.
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.
- Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins on whiff.
- 2.1 removed the stagger, but added special canceling, improving the moves utility (most noticeable with 2H > Rensen).
- Old 2H(2) counterhit combos are no longer possible because opponent can tech before 5K links, though at close range you can do Rensen-8 > 5P instead.
- Still gatlings to 6H and 5D; previously it was easy to overuse them (since they were the only two cancel options besides RC), but now they complement the special cancel nicely.
Sweep with a good startup, decent range and loads of active frames.
- Really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi.
- The 10 active frames make 2D a solid normal to stick out against characters trying to approach you from the ground.
A slowish all-purpose low poke with good range and recovery.
- Counter hit launches the opponent, which can be followed up with a combo.
- With its disjointed sweep-like hitbox, good gatlings, and frame advantage, 3P is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool.
- When baiting DPs be sure to space and time 3P correctly to avoid getting hit or clashing.
A weak air jab which happens to be Axl's only self-cancellable normal.
- 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.
- 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.
A kick with long active frames and jump cancel.
- Mostly air combo filler, usually followed up with jc j.H > j.D > Axl Bomber.
- 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.
A long diagonal air-to-ground chain.
- Hits twice, second hit vacuums and is a mid. Counter hit state recovery.
- 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 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 opponents off guard.
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.
- 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.
A big kick that's mostly limited to combos.
- 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 combo extension/conversion tool.
- Landing recovery makes it punishable with throws or fast normals if done too high.
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 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 won't connect.
A long upwards chain with vacuum on second hit. Counter hit recovery.
- The ideal followup from j.6P; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff.
- Good for making the opponent block in the air; while it doesn't require FD, it has a ridiculous vertical range, strong hitbox, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.
- When not in a position to combo into Axl Bomber the second hit's vacuum can actually work against Axl by bring the opponent uncomfortably close, so when using j.6K to harass it's recommended to cancel the first hit into j.P.
A single-hit poke at a sharper angle than j.S, with lots of active frames. Counter hit recovery.
- Great when used defensively to stuff ground approaches when j.S would whiff, or to prevent air throw attempts.
- Large amount of active frames sometimes allows it to catch backdashes
- Not actually an instant overhead (hits crouching opponents at around frame 21)
- 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.
- As of 2.10, Added gatling into j.P
A strong throw which leads to combos and/or a knockdown.
- Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).
- Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.
Pretty standard fare air throw which knocks down.
- Like ground throw, tosses the opponent behind you
- Important anti-air option against jump angles that 2S and 6P can not cover (e.g. high-altitude air dash that goes above your head).
- Extending with RRC is possible, if sometimes finicky, by doing an airdash j.D, though it's only recommended to do so if the combo will kill.
Dead Angle Attack
Kind of a lame DAA based on 6P animation.
- Decent startup, but terrible hitbox which is easily low-profiled by crouching moves.
- Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.
Universal mechanic, click here for more information.
- On midscreen hit you don't really get much other than a 5P on partial charge and a basic ground combo on full charge.
- In the corner you can followup with IAD j.HD if they are low enough after partial charge.
- A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged
Sickle Flash (or "Rensengeki", usually abbreviated "Rensen"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance.
- Knocks down on hit, though in longer combos the opponent may be able to recover before hitting ground.
- Can be YRC'd for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it.
- Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.
- The hurtbox extends forward a little and can lose to faster moves, so don't use this move raw at close range too often.
- Rensen hitting from further away gives you a better frame advantage; don't autopilot into up followup unless you want to push opponents further back.
- Cancelling normals into Rensen usually leaves a gap in between; be mindful of opponents attempting reversals.
- Rensen can be done out of a microdash (done by inputting 66S) for additional reach.
- Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.
Melody Chain ("Kyokusageki") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit.
- Counter hit is untechable, leads to a free combo.
- Ending combos with up followup sacrifices knockdown in exchange for a chance to catch the opponent's tech for extra damage.
- Can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to cool off, which also works well for baiting bursts.
- If it connects with people right above Axl's head you can link into 5P or 2S for a full combo.
- Like Rensen, the up followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block you must never use this when you have someone in the corner.
Spinning Chain Strike ("Sensageki") provides a more damaging knockdown option.
- Can be used to surprise opponents trying to jump or move forward after blocking Rensen.
- A physical hit, not a projectile
- It can be whiff punished by characters FDing it, so be a little cautious with it.
- Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.
- Characters can fall out and get OTG'd when down followup is done from too far away.
Also known as "Benten Gari", or just Benten. A grounded DP with a strong vertical hitbox.
- Full invuln on frames 1-11; great for interrupting pressure, and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else.
- Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.
- The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.
- Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.
Thunder Shadow Chain
Also known as "Raieisageki", or just Raiei. A leaping crossup attack that's plus on block.
- Knocks down grounded opponents on normal hit. Can be RRC'd for a full combo.
- Counter hit floats the opponent for a big meterless combo.
- Has enough untech time on air hit to usually allow for a combo; this makes the move a valid combo extender after an RRC
- Moves Axl very quickly forward (airborne on frame 4); can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape.
- Hits same side at about post-throw knockdown distance, so with proper spacing the move can become ambiguous, though blitz will stop it.
- Long startup and lack of any invuln makes Raiei vulnerable to air throws or abare, so don't become predictable with it.
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them.
- Easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still.
- Very long startup and recovery, but very long active frames as well which can be occasionally used for catching predictable double jump or tech landings.
- Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely.
- On hit, can be RRC'd in two ways: after the explosion and at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice
- The projectile that Axl throws out can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.
Heaven Can Wait
Also known as "Tenhou Seki". A counter usable for catching predictable or slow attacks.
- P counter catches mids and highs, while K counter catches lows; in 2.1 Axl can now combo meterlessly off of both counters, instead of only K.
- Works against supers, and loses to true unblockable attacks.
- Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.
Axl's primary air combo ender.
- TK Bomber is a key combo extender and ender, especially in the corner.
- Has a long, counter hit state recovery until landing so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!
- A counter hit gives you a huge launch for a free combo, but landing one is very unlikely.
- Can be YRC'd to act as an extra "jump". If you YRC early enough you can halt your air momentum, though uses for this are limited.
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.||StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.||ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup||RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.||Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.||Inv.|
Stance > P
Stance > K
Stance > S
Stance > H
Also known as "Haitaka no Kamae". Completely overhauled in Rev2, now Axl's stance goes quickly into strong fullscreen attacks. While weaker at pressure, the 2.1 changes have made it a solid fullscreen poking tool.
- Upon entering the stance, you can throw out a chain attack with P, K, and S, or exit the stance with H.
- On block or whiff, Axl exits the stance automatically.
- On hit, each chain can be canceled into the other followups up to six times, after which Axl exits the stance with an extra recovery animation.
- The same followup cannot be cancelled into itself; the P chain can only cancel into K or S, and so on.
- Dropping or prematurely ending the Haitaka combo will also force Axl to exit the stance with the recovery animation; you cannot continue waiting in stance after hitting the opponent.
- After waiting about 150 frames in the stance, the initial chain becomes unblockable.
- None of the stance followups are air unblockable, meaning that chains can be normal blocked or IB'd in the air. The chains are also all physical attacks, which means they can be blitzed.
- Axl can only PRC while waiting in stance; in order to YRC to defend against opponents who get too close, you must do so during the startup any of the followups, including the stance cancel.
- While 2.1 removed the hurtboxes at the ends of the chain, they still extend to about half-screen, which can be hit by projectiles or characters who manage to dodge a followup.
Also known as "Byakue Renshou". Big flaming swing followed by a fiery projectile.
- Full invuln on frames 1-16, throw invuln on 17-18.
- Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (making it safe with RRC impossible).
- Easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops. As of 2.1 the super now combos more consistently, doing more damage in more situations.
- Mind distance and opponent's height as you attempt to combo into this move. Being too far causes the second hit to whiff and the rest of the super to OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases damage is sharply reduced.
- Punishable by blocking the first part and jumping/IADing over the second, so don't expect to be unpunished on block when using this super as a reversal.
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in.
- Extremely quick startup with almost fullscreen range without extending the hurtbox, but no invuln.
- Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range 2P, into a real combo.
- Rev2 made the second hit connect on airborne opponents, causing them to tumble towards Axl for an air combo.
- You can throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option.
- Big frame advantage on block, but using this super as a pressure starter is a waste of meter, especially when Rensen YRC exists.
- 5f startup means you can use this super as a situational block punish against moves that are normally safe or not heavily punishable.
During IK Mode: 236236H
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.
Common ways to combo into IK include:
- Rensen-8 RC: Trivially easy to set up and land.
- Throw RC, Counter RC, Rashousen RC: For burst safety.
- TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.
- 5D-6: The only practical 50 meter option, can be done midscreen and in the corner.
- Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.
|To edit frame data, edit values in GGXRD-R2/Axl Low/Data.|
- Answer [★]
- Axl Low [★]
- Baiken [★]
- Bedman [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Elphelt Valentine [★]
- Faust [★]
- I-No [★]
- Jack-O [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Kum Haehyun [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Potemkin [★]
- Ramlethal Valentine [★]
- Raven [★]
- Sin Kiske [★]
- Slayer [★]
- Sol Badguy [★]
- Venom [★]
- Zato-1 [★]
Click [★] for character's full frame data