Axl Low |
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Defense Modifier: x1.06 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 4F Backdash Time: 16F Backdash Invincibility: 1-8F
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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.
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 travelling, or he will once again be forced through time, during the first Sacred War, forced to battle Kliff Undersn, Order-Sol and even another version of himself.
In Xrd, Axl confront I-No yet again just to tell her to bring him to That Man with important information. I-No bring Axl to The Backyard to meet That Man. Axl tells That Man the message, than Axl learned that he have no way out to escape.
- 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 |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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3P
3P |
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6K
6K |
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6H
6H |
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j.6P
j.6P |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Sickle Flash
Sickle Flash [4]6S |
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Artemis Hunter
Artemis Hunter 623S |
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Thunder Shadow Chain
Thunder Shadow Chain 63214S |
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Spindle Spinner
Spindle Spinner 41236H |
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Heaven Can Wait
Heaven Can Wait 214P/K |
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Axl Bomber
Axl Bomber j.623H |
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Sparrowhawk Stance
Sparrowhawk Stance 63214H |
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Overdrives
Sickle Storm
Sickle Storm 2363214H |
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Shark Strike
Shark Strike 214214S |
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Instant Kill
Amphora Conflagration During IK Mode: 236236H |
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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.6321417-3H or 6923H or 9623H, delay the H). Depending on certain characters, you may have to delay either 2S or TK Bomber. The input for TK Bomber is different than other TK inputs due to the height requirement in order to use it. 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, where 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]