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| Axl originally lived in the 20th century. 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. | | Axl originally lived in the 20th century. 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. |
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| Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them. | | Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them. In Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information. 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. |
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| Later in the series, Axl is wandering about, looking for Faust, in hopes of being cured by a doctor of such skill. He encounters various people on the way, and fights them, chalking it all up to bad luck. Then he meets up with Sol Badguy. After this, the path splits. In one ending, Axl fights Kliff Undersn and Justice, and then realizes that he's been thrown back in time once again. In the other (more likely) ending, he battles Faust, and then is diagnosed with involuntary timeslipping. Faust blames this on there being an alternate version of Axl in existence.Axl meets up with I-No, among other people, while wandering about. As is the case with many other characters, I-No is the catalyst that causes the events that follow. In the first ending, he meets up with That Man and finds out from him that Raven is the cause of his timeslipping, and it is implied that Raven is the alternate version of Axl that was diagnosed by Faust. In another, Axl fights with Zappa, and afterward begins to wonder how Megumi is faring. In his third ending, he ends up fighting a future version of himself; he also asks "himself" that if he can return to Megumi, but receives no answer. This allegedly has something to do with actions performed by Axl later on. Perhaps more light will be shed on this in later games. Interestingly, since the three endings have nothing to do with each other, and don't contradict each other in any way, it is entirely possible that they all happened. Axl first battles I-No. Depending on the method of victory, Axl may continue traveling, or he will once again be forced through time, into the first Sacred War and forced to battle Kliff Undersn, Order-Sol, and even another version of himself.
| | Axl is the resident zoner of Xrd, and although his chains may remind you of a certain fire-breathing yogi, Axl has the tools to rumble with opponents at any range instead of relying purely on keep-away tactics. If you can read the opponent's movement, Axl is more than capable of tagging them with his phenomenal anti-airs that reach more than half the screen, and his ability to convert anti-air hits into highly damaging combos is second to none. If the opponent remains grounded, Axl's Rensengeki is an extremely potent keep-away tool that rips through opposing projectiles, has a built-in anti-air follow-up and can be YRC'd as it comes out to control any approach with ease. Axl's main weakness is his lack of offensive momentum; although his frame trap game is decent, his pressure and okizeme is much less oppressive than most of the cast, meaning he must often grind out his wins in the neutral game instead of riding a single hit to victory. In addition, most of his best pokes extend his hurtbox dramatically and are exceptionally bad on whiff. However, with a great low-profile 2K and a fully invincible DP, Axl is far from helpless once the opponent gets in, so if hitting the opponent for 40% of their life off of a single anti-air sounds appealing, give this goofy time-traveler a try! |
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| In Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information. 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.
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| ===Strengths=== | | ===Strengths=== |
| *Has extreme reach from many moves, this means he can work around most of the cast's zoning as well as harass close range fighters. | | *Fantastic long-range normals to pester opponents and shut down approaches from basically any angle |
| *Strong anti-air game | | *Strong anti-air game that leads to big damage and knockdown off practically any hit |
| *Can often get damage and knockdown from AA hits as well as with meter.
| | *Rensen YRC |
| ===Weaknesses=== | | ===Weaknesses=== |
| *Pokes are slow and often situational. | | *Pokes are slow and situational, meaning Axl gets whiff-punished if he covers the wrong angle |
| *Pressure is very reliant on frame traps. | | *Pressure is very reliant on frame traps and is not especially oppressive/doesn't lead to much |
| <br clear=all/> | | <br clear=all/> |
| ==Normal Moves== | | ==Normal Moves== |
Axl Low
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- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
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Overview
Axl originally lived in the 20th century. 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.
Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them. In Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information. 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 is the resident zoner of Xrd, and although his chains may remind you of a certain fire-breathing yogi, Axl has the tools to rumble with opponents at any range instead of relying purely on keep-away tactics. If you can read the opponent's movement, Axl is more than capable of tagging them with his phenomenal anti-airs that reach more than half the screen, and his ability to convert anti-air hits into highly damaging combos is second to none. If the opponent remains grounded, Axl's Rensengeki is an extremely potent keep-away tool that rips through opposing projectiles, has a built-in anti-air follow-up and can be YRC'd as it comes out to control any approach with ease. Axl's main weakness is his lack of offensive momentum; although his frame trap game is decent, his pressure and okizeme is much less oppressive than most of the cast, meaning he must often grind out his wins in the neutral game instead of riding a single hit to victory. In addition, most of his best pokes extend his hurtbox dramatically and are exceptionally bad on whiff. However, with a great low-profile 2K and a fully invincible DP, Axl is far from helpless once the opponent gets in, so if hitting the opponent for 40% of their life off of a single anti-air sounds appealing, give this goofy time-traveler a try!
Strengths
- Fantastic long-range normals to pester opponents and shut down approaches from basically any angle
- Strong anti-air game that leads to big damage and knockdown off practically any hit
- Rensen YRC
Weaknesses
- Pokes are slow and situational, meaning Axl gets whiff-punished if he covers the wrong angle
- Pressure is very reliant on frame traps and is not especially oppressive/doesn't lead to much
Normal Moves
5P
5K
c.S
f.S
5H
2P
2K
2S
2S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22,18
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Mid
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SJ
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YRP
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8
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9,6
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15
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-5
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One of the best anti-air moves in the game, and your main confirm into TK Axl Bomber for knockdown. Hits twice, second hit has a vacuum property. Jump cancel-able from either hit.
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2H
2H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22,18
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Low,Mid
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-
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YRP
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11
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8,6
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16
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-4
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A good way to stop ground approach or just poke at someone from far away. Staggers on both hits, but doesn't really get you a combo without meter. Post 1.10 patch the second hit will knock down on counterhit.
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j.P
j.K
j.S
j.H
j.D
j.D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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40
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High / Air
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S
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YRP
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10
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2
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22 / 5 Landing Recovery
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-
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A launcher from the air. You use this to confirm air-to-ground into a real combo for no meter. Post 1.10 patch gives wall splat effect.
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6P
3P
6K
6K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22,18
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Mid,Mid
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SJ
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YRP
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11
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5(2)8
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15
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-5
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An anti-air that covers a range that 2S doesn't cover. Good against jump back, and also a situational confirm into knockdown on some characters where 2S wouldn't work. Hits twice.
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6H
6H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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46
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All
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-
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YRP
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23
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9
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9
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+1
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A big overhead that you really want to hit meaty with. There are tricky ways to do this with 3P-6H, but the easiest way is obviously just to meaty it on oki. Gets off the ground pretty early, so it'll beat lows and prevent throws a lot of the time (Though it will lose to most throw OSes). Also good for calling out a backdash, and as a situational anti-air. Bounces opponent on counter hit leading to combos.
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j.6P
2D
5D
Universal Mechanics
Ground Throw
Ground Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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0,50
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Ground Throw: 78750
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-
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R
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1
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-
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-
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71
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A strong, comboable throw, which can go into knockdown and decent damage for Axl against most characters in the game. Throws the opponent behind Axl, which makes the backthrow/forward throw tradeoff work backwards for Axl.
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Air Throw
Dead Angle Attack
Blitz Shield Charge Attack
Special Moves
Sickle Flash
Sickle Flash [4]6S
Sickle Flash Melody Chain Spinning Chain Strike
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Attack
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20×3
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Mid
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-
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YRP
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12
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12(3 Hit)
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39
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-15
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Melody Chain Sickle Flash > 8 or 9
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35
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Mid
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-
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YRP
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1
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12
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35
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-6
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Spinning Chain Strike Sickle Flash > 2 or 3
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26×5
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Low
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-
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YRP
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7
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[2(5)]×4,2
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17
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-5
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Sickle Flash (or "Rensengeki", usually abbreviated "Rensen") is a staple of Axl's gameplan. It's fast and hard to contest on the ground, which makes it a strong tool for stopping approaches from midscreen, killing projectiles, and punishing attempts to do stuff far away from Axl in general. Rensen knocks down on hit and can be YRC'd as a pressure tool.
Melody Chain is mostly used to prevent opponents from jumping over a Rensen to get in, but can also put them in an unfavorable position to tech from, and can be RC'd for a combo into knockdown. If it hits your opponent when they're very close, you can continue to combo with 5P. Easy, damaging combos after a counter hit.
Spinning Chain Strike provides a more damaging knockdown option in the corner, and can also be a pressure tool when Rensen gets blocked, allowing a quicker low option than is otherwise available to Axl. Catches attempts to jump out of corners as well.
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Artemis Hunter
Artemis Hunter 623S
Benten Sama!
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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46
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All
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-
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R
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9
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6
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30
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-22
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Also known as "Benten Gari", or just "Benten". A pretty standard dragon punch that doesn't leave the ground. Good for interrupting pressure or punishing approach. Knocks down grounded opponents on counterhit, and has less punishable recovery than most dragon punches, though it's still -22 so you can't expect not to get punished on block. Axl's ideal RC into damage.
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Thunder Shadow Chain
Thunder Shadow Chain 63214S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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45
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High / Air
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-
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YRP
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28
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4
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13+3 After Landing
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1
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Also known as "Raiei Sageki". A leaping crossup attack that can dodge some attacks. Moves Axl very quickly forward, and can be YRC'd to create a giant leap across the screen, letting Axl approach in a lot of diverse situations. Knocks down grounded opponents on hit and can be used to continue combos after you RC Melody Chain or Benten. On CH leads to a free combo on grounded opponents. Decent in pressure and neutral, but since it's not quick or invincible, you need quite a few frames to do it.
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Spindle Spinner
Spindle Spinner 41236H
It is proper etiquette to scream "YEAAAA" with Axl when this move lands, even if you're the one being hit.
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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0,80
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Ground Throw
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YRP
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-
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27
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20
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38
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34
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Also known as "Rashousen". A very slow but far-reaching command-grab. An early RC lets you run the opponent to the corner and do whatever combo you like, but it's also extremely reactable and extremely punishable if the opponent jumps over it. Use sparingly, or be prepared to YRC/PRC it to bait jumps.
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Heaven Can Wait
Heaven Can Wait 214P/K
U wot mate?
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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P
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0,80
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-
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-
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RP
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-
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-
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Total 29
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37
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K
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0,80
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-
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-
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RP
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-
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-
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Total 29
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60
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- P version catches Mids and Highs
- K version catches Lows
Decent counters for shutting down long range pokes or predictable approaches. The low counter leads to a combo, but both will net you knockdown right next to the opponent.
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Axl Bomber
Axl Bomber j.623H
Axl koompah!
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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50
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All
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-
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YRP
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9
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4
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10 After Landing
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-
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Axl's primary combo ender, leads to knockdown and relaunches if done from low to the ground, as well as being a decent anti-air, although Axl has way better ones for most situations. Can be early YRC'd to effectively give Axl another jump.
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Sparrowhawk Stance
Sparrowhawk Stance 63214H
The ultimate scrub killer
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
Stance
|
-
|
-
|
-
|
YRP
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-
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-
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Maximum 188
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-
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→High Stance > P
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40
|
All
|
-
|
YRP
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41+7
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16
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29
|
-
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→Mid Stance > K
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32
|
All
|
-
|
YRP
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41+7
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17
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24
|
-
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→Low Stance > S
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24
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All
|
-
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YRP
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41+11
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17
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29
|
-
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End Stance Stance > H
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-
|
-
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-
|
YRP
|
-
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-
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Total 28
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-
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Axl's main option for oki from the entire screen away. Each chain followup can be canceled into all followups except for itself, and up to six chains can be thrown out before you are forced to end the stance. Loses to most projectiles, most jabs, and normals with lots of active frames due to the attacks still having hurtboxes. Also, a decent amount of the cast can punish on normal block if you choose to exhaust all six chains. Stance end recovery is increased by a slight amount the more chains you throw. Most useful when your opponent is almost dead, when you know your opponent can't deal with it, or when you're feeling lazy/desperate and don't want to think about how to play a matchup.
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Overdrives
Sickle Storm
Sickle Storm 2363214H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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50×2,30×4
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Mid
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-
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YRP
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14+1
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4,4(20)12{4 Hit}
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39
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-11
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The invuln frames makes this super a decent reversal. Can be combo'd off of a 5P in the corner after a TK Axl Bomber to tack on some extra damage.
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Shark Strike
Shark Strike 214214S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
|
Frame Adv.
|
20,42
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Mid, All
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-
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YRP
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3+2
|
11(8)2
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6
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11
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- Performs a full-screen sickle toss similar to Rensengeki, with a follow-up that pulls in on hit or block.
- Doesn't do much damage on its own, but on hit puts the opponent into an extended stagger that's quite useful for setting up combos.
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Amphora Conflagration During IK Mode: 236236H
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Version
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Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal
|
DESTROY
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All
|
-
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-
|
9+15
|
5
|
32
|
-20
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Conclusion Conditions Complete
|
DESTROY
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All
|
-
|
-
|
5+12
|
5
|
32
|
-20
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Decently fast IK. Easiest ways to combo into it is off of a corner Dust with 50% Tension, or off of a Melody Chain or a counter with 100% tension.
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