GGXRD-R2/Axl Low/Starter: Difference between revisions

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*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's fastest normal move, useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's fastest normal move, useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).
*{{MMC|input=2K|label={{clr|K|2K}}}}: Axl's second fastest normal move, poor gatlings and damage but very useful thanks to it's quick full recovery and extreme low profile.
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup.  
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup.  
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns.  
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns.  

Revision as of 05:44, 23 February 2023

Key Moves
Key Moves
  • 5KGGXRD Axl 5K.pngGuardMidStartup6Recovery12Advantage-3: Axl's fastest normal move, useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).
  • 2KGGXRD Axl 2K.pngGuardLowStartup7Recovery6Advantage-1: Axl's second fastest normal move, poor gatlings and damage but very useful thanks to it's quick full recovery and extreme low profile.
  • 2SGGXRD Axl 2S.pngGuardMidStartup8Recovery15Advantage-5: Axl's most useful anti-air normal thanks to great range and fast crouching startup.
  • j.SGGXRD Axl j.S.pngGuardHigh / Air, AllStartup11Recovery9Advantage-: is an offensive approach with great reach when used from IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump., especially useful after knockdowns.
  • 2HGGXRD Axl 2H.pngGuardLow,MidStartup13Recovery19Advantage-8 & 2PGGXRD Axl 2P.pngGuardLowStartup12Recovery18Advantage-10: Long low pokes for ground control; 2H is risky but combos on normal hit while 2P is faster but less rewarding.
  • 5PGGXRD Axl 5P.pngGuardMidStartup7Recovery19Advantage-11 & 6KGGXRD Axl 6K.pngGuardMid,MidStartup11Recovery15Advantage-5: Pre-emptive antiairs useful for catching jumps into damaging combos.
  • 6HGGXRD Axl 6H.pngGuardHigh / AirStartup23Recovery9Advantage+1: Relatively fast overhead for mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s and frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s, with big combos on counterhit.
  • [4]6SGGXRD Axl SickleFlash.pngGuardMidStartup13Recovery37Advantage-13 aka Rensen: is a great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when YRCYellow Roman Cancel, a 25% meter option'd as slowdown lets you react to opponent's state.
  • 623SGGXRD Axl ArtemisHunter.pngGuardAllStartup9Recovery35Advantage-27 aka Benten: Meterless DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. Extremely useful as a wakeup option against okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and for escaping gaps in the opponent's pressure.
  • Ground Throw: Mixup tool into 100+ damage that can not countered by reactions (unlike 623K, 6H, 41236H, 5D).
  • j.623H: Normally an air combo finisher, but as TK Bomber it greatly expands combo routes for more damage and meter gain.
Combos
Combos
Starting combos

Basic ground combo: 5K > c.S > 2H > [4]6S (106 damage + knockdown)
Basic ground corner combo: 5K > c.S > 2D > [4]6S~2 (144 damage + knockdown)
Point-blank midscreen combo: 6P > c.S > 5H > 2D > [4]6S (161 damage)
Point-blank corner combo: 6P > c.S > 5H > [4]6S~2 (175 damage + knockdown)

Basic anti-air combo: 2S (HJC) j.H > j.D > j.623H (137 damage)
Pre-emptive long range antiair combo: (5P) > 6K (JC) or (HJC) j.6P > j.6K > j.623H (135 damage)
Pre-emptive mid range antiair combo: (5P) > 6K > 2S (HJC) j.H > j.D > j.623H (166 damage)

Basic ground combo RRC extension:
(X) > [4]6S~8 RRC 214H~PKPKPK (136 damage + knockdown when delayed correctly)
Basic ground combo RRC extension variant:
(X) > [4]6S~8 RRC 6K > 2S (HJC) j.H > j.D > j.623H (129 damage)

Basic counterhit 6H combo:
CH 6H, 6K > 2S (HJC) j.H > j.D > j.623H (155 damage)
Basic counterhit Raiei combo:
CH 623K, 6K > 2S (HJC) j.H > j.D > j.623H (184 damage)

Basic ground throw combo:
Throw, 6K > 2S (HJC) j.H > j.D > j.623H (113 damage, microdash before 6K against Jam and Jack-O)
Basic homing jump Dust combo:

5D~8 > j.D > j.D > j.6P > j.K (JC) j.H > j.D > j.623H (125 damage)
Spending Meter
Spending Meter
  • [4]6S (Rensen) YRC: Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc.
  • 623S (Benten) RRC: Can be used to either make Benten safe on block or follow-up with an air combo on hit for additional damage.
  • (X) > Rensen~8 RRC: Most useful combo extension tool, but not very efficient for long combos because of damage scaling.
What to do after a knockdown
What to do after a knockdown

Long range (after Rensen or midscreen TK Bomber):

  • IAD j.S: Works as a safejump to start pressure.
  • 214H: Haitaka forces the opponent to play a mindgame where they must move before Axl charges an unblockable attack that loops into itself.
  • IAD j.6P: Feint for j.S to bait reversal Blitz or IB attempts from the opponent.
  • Empty IAD [4]6S YRC: Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.

Close range (Rensen-2 or corner TK Bomber):

  • Safejump air normal: When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit).
  • Empty jump 2K: Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select.
  • Late airdash j.H > j.D: Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select.
  • Meaty 6H: Overhead option that with late active frames links into a ground combo for additional damage.