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{{Description|6|text=Also known as "'''Rashousen'''". A far reaching command grab that pulls the opponent up to the ceiling and explodes them. | {{Description|6|text=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. | *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. | *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. |
Revision as of 01:25, 21 October 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
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 Chain Normals: Long-reaching normals and specials.
- Air Presence: Strong anti-air game that leads to big damage and/or knockdown.
- Easy Converts: 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.
- Slow Normals: Normals and specials are slow and situational.
- Lack of Mobility: Poor mobility, especially in the air.
- Preditable Offense: Offense largely consists of very plain frame traps and throws.
- Ground Damage: Low damage on grounded opponents without meter, even in the corner.
- Thin Defense: Below-average effective health.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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5D |
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6P |
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6K |
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6H |
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2P |
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2K |
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2S |
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2H |
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2D |
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3P |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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j.6P |
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j.6K |
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j.2S |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Blitz Attack |
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Special Moves
Sickle Flash [4]6S |
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Artemis Hunter 623S |
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Thunder Shadow Chain 623K |
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Spindle Spinner 41236H |
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Heaven Can Wait 214P or 214K |
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Axl Bomber j.623H |
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Sparrowhawk Stance 214H |
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Overdrives
Sickle Storm 2363214H (2363214D) |
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Shark Strike 214214S |
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Instant Kill
Amphora Conflagration During IK Mode: 236236H |
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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.