GGXRD/Axl Low: Difference between revisions

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==Combos==
==Combos==


===All combos done on Sol unless noted otherwise.===
'''All combos done on Sol unless noted otherwise.'''


'''c.S > RC/Super Combos
'''c.S > RC/Super Combos

Revision as of 02:42, 16 April 2015

Axl Low
GGXRD Axl Portrait.png

Defense Modifier: x1.06

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 4F

Backdash Time: 16F

Backdash Invincibility: 1-8F

Movement Options
  • Double Jump, 1 Air Dash, Dash Type: Run
Full Frame Data
Axl_Frame_Data_(GGXRD)

Overview

Placeholder

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.
  • Strong anti-air game
  • Can often get damage and knockdown from AA hits as well as with meter.
Weaknesses
  • Pokes are slow and often situational.
  • Pressure is very reliant on frame traps.


Move List

Normal Moves

5P
5P
GGXRD Axl 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 7 6 19 -11

Mostly an anti-air, but can tag taller characters out of their setups/projectiles/what have you from full screen.

5K
5K
GGXRD Axl 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid S YRP 6 3 12 -3

Axl's jab. It's not as fast as most jabs and it's on the wrong button. Dodges some low attacks by putting your foot out of the way.

c.S
c.S
GGXRD Axl c.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 6 10 +1

Mostly a confirm or a poke at close range (Good throw OS, for example). A decently fast anti-air as well, but not as reliable as 2S

f.S
f.S
GGXRD Axl f.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 Mid S YRP 9 3 22 -11

Huge long-range poke that's way faster than most things with the range it has. Staggers on counterhit.

5H
5H
GGXRD Axl 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 Mid S YRP 16 4 17 -2

Slow, but decent range, damage, and a little bit of upper-body invincibility. Extremely big counterhit.

2P
2P
GGXRD Axl 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Low S YRP 12 6 18 -10

Probably your worst low poke, but nice if you need something fast at long range.

2K
2K
GGXRD Axl 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
9 Low S YRP 7 5 6 -1

Low profile like crazy. An awesome poke and an awesome tick throw. If you're going to spam a normal...

2S
2S
GGXRD Axl 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22,18 Mid SJ YRP 8 9,6 15 -5

One of the best anti-air moves in the game, and your main confirm into TK Axl Bomber for knockdown.

2H
2H
GGXRD Axl 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22,18 Low,Mid - YRP 11 8,6 16 -4

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.

j.P
j.P
GGXRD Axl j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 High / Air CS YRP 7 4 9 -

Kind of a weak air jab, mostly just for chaining together air normals, or dodging fireballs when you hit with a jS

j.K
j.K
GGXRD Axl j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High / Air SJ YRP 8 8 12 -

Your best air-to-air poke, huge untech on counterhit.

j.S
j.S
GGXRD Axl j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16,12 High / Air, Mid / Air S YRP 11 8,8 9 -

A very strong approach tool and safe jump from far away

j.H
j.H
GGXRD Axl j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 High / Air S YRP 10 12 9 -

Your main falling normal into damage. Also the best way to hit below Axl

j.D
j.D
GGXRD Axl j.D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air S YRP 10 2 22 / 5 Landing Recovery -

A launcher from the air. You use this to confirm air-to-ground into a real combo for no meter.

6P
6P
GGXRD Axl 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid SJ YRP 9 3 16 -5

Upper-body invuln, but not very, and also not a very good hitbox. Situational anti-air or ground poke

3P
3P
GGXRD Axl 3P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Low S YRP 11 4 8 +2

Godlike low poke and frame trap. Launches on counterhit. Great for baiting reversals

6K
6K
GGXRD Axl 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22,18 Mid,Mid SJ YRP 11 5(2)8 15 -5

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.

6H
6H
GGXRD Axl 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
46 All - YRP 23 9 9 +1

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

j.6P
j.6P
GGXRD Axl j.6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Mid S YRP 7 6 14 -

Excellent poke for certain ranges, also a good confirm from a falling jS

2D
2D
GGXRD Axl 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low S YRP 10 10 12 -8

Sweep with a decent amount of range. Not much else to say

5D
5D
GGXRD Axl 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - YRP 26 6 15 -4

We jumpin' rope, kids. Pretty telegraphed compared to other dusts, but also has some lower-body invulnerability.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Axl GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,50 Ground Throw: 78750 - R 1 - - 71

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.

Air Throw
Air Throw
GGXRD Axl AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1 - - -

Pretty standard fare airthrow. Knocks down

Dead Angle Attack
Dead Angle Attack
GGXRD Axl 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 9 2 17 -5

Kind of a lame DAA. It is pretty fast, but 6P is one of Axl's worst hitboxes. Not usually worth the meter.


Special Moves

Sickle Flash
Sickle Flash
[4]6S
GGXRD Axl SickleFlash.png
Sickle Flash
GGXRD Axl MelodyChain.png
Melody Chain
GGXRD Axl SpinningChainStrike.png
Spinning Chain Strike
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Attack 20×3 Mid - YRP 12 12(3 Hit) 39 -15
Melody Chain
Sicle Flash > 8 or 9
35 Mid - YRP 1 12 35 -6
Spinning Chain Strike
Sickle Flash > 2 or 3
26×5 Low - YRP 7 [2(5)]×4,2 17 -5

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. In previous versions (And possibly soon in 1.1), rensen would knock the opponent down in these exchanges, making it a powerful momentum shift for Axl. Unlike most projectiles, rensen disappears if YRC'd.

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.

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 after rensen comes out.

Artemis Hunter
Artemis Hunter
623S
GGXRD Axl ArtemisHunter.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
46 All - R 9 6 30 -22

A pretty standard dragon punch that doesn't leave the ground. Good for interrupting pressure or punishing approach. Knocks down 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.

Thunder Shadow Chain
Thunder Shadow Chain
63214S
GGXRD Axl ThunderShadowChain.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
45 High / Air - YRP 28 4 13+3 After Landing 1

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. Decent in pressure and neutral, but since it's not quick or invincible, you need quite a few frames to do it.

Spindle Spinner
Spindle Spinner
[4]6H
GGXRD Axl SpindleSpinner.png
GGXRD Axl SpindleSpinner2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,80 Ground Throw YRP - 27 25 41 34

A very slow but far-reaching command-grab. An early RC can lead to any combo from the ground, but it's also extremely reactable and extremely punishable if the opponent jumps over it.

Heaven Can Wait
Heaven Can Wait
214P/K
GGXRD Axl HeavenCanWait.png
P catches Mids and Highs, K catches Lows
GGXRD Axl HeavenCanWait3.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 0,80 - - RP - - Total 29 37
K 0,80 - - RP - - Total 29 60

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.

Axl Bomber
Axl Bomber
j.623H
GGXRD Axl AxlBomber.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 All - YRP 9 4 10 After Landing -

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.

Sparrowhawk Stance
Sparrowhawk Stance
63214H
GGXRD Axl SparrowhawkStance.png
GGXRD Axl SparrowhawkStance2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Stance - - - YRP - - Maximum 188 -
→High
Stance > P
40 All - YRP 41+7 16 29 -
→Mid
Stance > K
32 All - YRP 41+7 17 24 -
→Low
Stance > S
24 All - YRP 41+11 17 29 -
End Stance
Stance > H
- - - YRP - - Total 28 -

Axl's main option for oki from the entire screen away. Loses to most projectiles, due to the attacks still having hurtboxes.


Overdrives

Sickle Storm
Sickle Storm
2363214H
GGXRD Axl SickleStorm.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50×2,30×2 Mid - YRP 14+1 8(2 Hit)(20)12(2 Hit) 39 -11
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Shark Strike
Shark Strike
214214S
GGXRD Axl SharkStrike.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20,27 Mid, All - YRP 7+3 6(12)2 6 11
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines*2nd hit pulls in


Instant Kill

Amphora Conflagration
During IK Mode: 236236H
GGXRD Axl AmphoraConflagration1.png
GGXRD Axl AmphoraConflagration2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+15
[5+12]
5 32 -20
  • [ ] Indicates during Hell Fire
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

General Tactics

Due to the changes since AC R+, Axl has a slightly different gameplay: the lack of 2H > 2D chain and Rensen FRC and the addition of a DP and the ability to YRC bad reads means his neutral game is much stronger than before, although his damage output is not as strong. Scoring a knockdown now is not as essential (but it helps), but keeping pressure in the mid-range and setting up frame traps and scoring a conversion off a neutral hit. Axl is not to be confused for a zoning character, as zoning consists of using moves that will control space and make it unsafe for the opponent. At midrange, you can zone with 3P and and f.S but for the most part, midrange is where Axl wants to play. Keep up pressure in this spacing to prevent faster hitting moves from punishing you; despite the number of active frames on his attacks, there is also a long recovery on them (which is why he shouldn't be play like zoning character). 2S, 6K, 5P, 5K, f.S, and 2H will be your go-to punishes and pokes and it's important to understand the space they control and what they are able to punish. Play off your opponent's movement and playstyle, and remember to utilize your defensive options in order to punish properly.

Tips and Tricks

Okizeme Options

j.P - Delayed safejump, can lead into a second overhead depending on timing j.K - Can be jump cancelled, can lead to big damage on jump-out counterhits, horizontal range means safer against throws j.S - Safe from a long range, second hit can meaty can lead into Thunder Shadow Chain cross-ups. j.H - Lots of blockstun on block, can potentially lead to big damage. j.D - The riskiest due to the recovery/landing animation but can lead to big meterless damage on hit.

By controlling the spacing and timing, you can whiff into a mix-up low or throw (For example, 2K into tick throw).

TK Bomber

Globally, the chain route for TK Bomber is 6K > 2S > TK Bomber (j.6239H). Depending on certain characters, you may have to delay either 2S or TK Bomber. This chain route can be done from throws, Artemis Hunter (DP) RC, and anti-airs that can be jump cancelled (6P, 6K, c.S and 2S). From a DP RC, you can add an additional loop of 5P > 6K > 2S > TKB. In the corner, you can loop the TKB chain route off of a throw: (6K > 2S > TK Bomber) x n > 5K > 2S > TK Bomber. n is usually 2.

Combos

All combos done on Sol unless noted otherwise.

c.S > RC/Super Combos

Midscreen
c.S>5HS>2D>[4]6S~9>RC>63214HS~PKPKPK [197]
c.S>5HS>2D>[4]6S~9>RC>66>c.S 2S(2)>jc>j.HS>jD>j.623HS [200]
c.S>5HS>2D>[4]6S~9>RC>63214S>c.S 2S(2)>jc>j.HS>5D>j.623D [196]
c.S>5HS>2D>>[4]6S~9>RC>IAD j.623HS, 5P>6K(2)>2S(2)>jc>j.HS>jD>j.623HS [195]
c.S>5HS>214214S, 66>5P>6K(2)>c.S>5HS>[4]6S~9 [180]
c.S>5HS>214214S, throw, 66>5P>6K(2)>2S(2)>jc>j.HS>jD>j.623HS [167]
c.S>5HS>2D>623S>RC>66>c.S>2S(2)>jc>j.623H, 5P>6K(2)>2S(2)>jc>j.HS>jD>j.623HS [218]
c.S>5HS>RC>IAD j.HS>jD, c.S>5P>6K(2)>2S(2)>jc>j.HS>jD>j.623HS [196]
c.S>5HS>2D>2363214HS [200]
Corner
c.S>5HS>2D>[4]6~9>RC>66>(c.S 2S(2)>jc>j.623HS)x2 [206]
c.S>5HS>2D>214214S, 66>5P>6K(2)>2S(2)>jc>j.623HS, 5K>2S(2)>jc>j.623HS, OTG 2K [196]
c.S>5HS>RC>5D, IAD>j.S(1)>HS>jD, c.S>5HS>>[4]6S~3 [199]
c.S>5HS>RC>5D~6, c.S>6P>c.S>5P>6K(2)>2S(2)>jc>j.623HS, 5K>2S(2)>jc>j.623HS [199]
c.S>5HS>RC>IAD j.HS>jD, c.S>5P>6K(2)>2S(2)>jc>j.623HS, 5K>2S(2)>jc>j.623HS, OTG 2K [197]

Throw Combos

Midscreen
Throw, 66>5P>6K(2)>2S(2)>jc>j.623HS, 66>OTG 2K [102]
Throw, 6K(2)>2S(2)>jc>j.623HS, 66>OTG 2K [97|Ramlethal]
Throw, 6K(2)>jc>j.623HS [83|Venom]
Throw, 6K(2)>jc>j.K>jc>dj.S(2)>5HS>j.623HS [103|Venom]
Throw, 66>6K(2)>2S(2)>jc>j.HS>jD>j.623HS, 66>OTG 2K [104|Potemkin]
Corner
Throw, (c.S>jc>j.623HS)x2, c.S 2S(2)>jc>j.623HS, OTG 2K [140|May]
Throw, 6P>(c.S>jc>j.623HS)x2, c.S>2S(2)>jc>j.623HS, OTG 2K [138]
Throw, 66>(6P>c.S>2S(2)>jc>j.623HS)x2, OTG 2K [123|Potemkin]
Throw, 66>6P>c.S>2S(2)>jc>j.623HS, 5K>c.S>2S(2)>jc>j.623HS, 5K>c.S>jc>j.623HS [120|Potemkin]

5D Combos

Midscreen
5D~8,>j.D>j.D>jK>jc>dj.H>jD>j.623HS [121]
Corner
5D~6, j.S(1)>j.HS>j.D, c.S>5HS>>[4]6~3 [139]
5D~6, c.S>6P>c.S>5P>6K(2)>2S(2)>jc>j.623HS, 5K>2S(2)>jc>j.623HS, OTG 2K [141]
5D~6, c.S>6P>c.S>jc>IAD j.HS>jD, c.S>5P>6K(2)>2S(2)>jc>j.623HS, OTG 2K [128|Potemkin]

[4]6HS Combos

Midscreen
[4]6HS(0)>RC>IAD j.HS>j.D, c.S>5P>6K(2)>2S(2)>jc>j.HS>j.D>j.623HS [212]
[4]6HS(full)>RC>66>c.S>2S(2)>jc>j.623HS, 5P>6K(2)>2S(2)>jc>j.HS>j.D>j.623HS [187]
Corner
[4]6HS(0)>RC>IAD j.HS D, c.S>5P>6K(2)>2S(2)>jc>j.623HS, c.S 2S(2)>jc>j.623HS [221]
[4]6HS(full)>RC>66>(c.S>2S(2)>jc>j.623HS)x2 [171]

623S RC Combos

Midscreen
623S RC>66>c.S>2S(2)>jc>j.K>jc>dj.HS>j.D>j.623HS [140]
623S RC>63214HS~PKPKPK [140]
623S RC>66>c.S>2S(2)>jc>j.623HS, 5P>6K(2)>2S(2)>jc>j.HS>j.D>j.623HS [171]

214P RC Combos

Midscreen
214P RC>c.S>2S(2)>jc>j.K>jc>dj.HS>j.D>j.623HS [156]
214P RC>c.S 2S(2)>jc>j.623HS, 5P>6K(2)>2S(2)>jc>j.HS>j.D>j.623HS [177]

Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

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