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Revision as of 02:42, 30 May 2020
Axl Low |
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Overview
Axl 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. 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. |
Voice: | Keiichi Nanba |
Axl Low 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.
- 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.
- Below-average effective health.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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3P
3P |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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j.6P
j.6P |
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j.6K
j.6K |
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j.2S
j.2S |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Sickle Flash
Sickle Flash [4]6S |
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Artemis Hunter
Artemis Hunter 623S |
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Thunder Shadow Chain
Thunder Shadow Chain 623K |
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Spindle Spinner
Spindle Spinner 41236H |
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Heaven Can Wait
Heaven Can Wait 214P or 214K |
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Axl Bomber
Axl Bomber j.623H |
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Sparrowhawk Stance
Sparrowhawk Stance 214H |
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Overdrives
Sickle Storm
Sickle Storm 2363214H (2363214D) |
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Shark Strike
Shark Strike 214214S |
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Instant Kill
Amphora Conflagration During IK Mode: 236236H |
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Roadmap
Navigation
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.