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

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|header=Key Moves
|header=Key Moves
|content=
|content=
*{{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 quickest normal (6F {{keyword|startup}}), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with quickest full ({{keyword|recovery}}), poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with shortest full ({{keyword|recovery}}), poor gatlings and damage but very useful thanks to its {{keyword|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.  
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is faster but less rewarding.  
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is quicker but less rewarding.  
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos.  
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos.  
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit.  
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit.  
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*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure.  
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure.  
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react.  
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react.  
*'''Ground Throw''': Mixup tool into 100+ damage combos that can not countered reaction and has 1F startup; forces the opponent to {{keyword|abare}} which opens them up for frame traps.  
*'''Ground Throw''': Mixup tool into 100+ damage combos that is impossible to react against (1F startup); forces the opponent to {{keyword|abare}} which opens them up for frame traps.  
*'''{{clr|4|j.623H}}''': Normally an air combo finisher, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain.  
*'''{{clr|4|j.623H}}''': Normally an air combo finisher, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain.  
}}
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Revision as of 07:07, 23 February 2023

Key Moves
Key Moves
  • 5KGGXRD Axl 5K.pngGuardMidStartup6Recovery12Advantage-3: Axl's quickest normal (6F startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).
  • 2KGGXRD Axl 2K.pngGuardLowStartup7Recovery6Advantage-1: Normal with shortest full (recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.), poor gatlings and damage but very useful thanks to its low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short..
  • 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 (long recovery) but combos on normal hit while 2P is quicker 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 interrupting gaps in opponent's pressure.
  • 623KGGXRD Axl ThunderShadowChain.pngGuardHigh / AirStartup28Recovery13+3 After LandingAdvantage+1, 41236HGGXRD Axl SpindleSpinner.pngGuardGround ThrowStartup27Recovery38Advantage+34, 5DGGXRD Axl 5D.pngGuardHighStartup26Recovery15Advantage-4: Slow 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. tools which can be countered on reaction, but forces the opponent to stay idle to react.
  • Ground Throw: Mixup tool into 100+ damage combos that is impossible to react against (1F startup); forces the opponent to abare An attack during the opponent's pressure, intended to interrupt it. which opens them up for frame traps.
  • 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.