GGXRD-R2/Axl Low

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Overview

Overview

Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.

Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.
Playstyle
Axl Low is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.
Pros Cons
  • Long Chains: Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.
  • Air Control: Strong anti-air game that leads to big damage and/or knockdown.
  • Rensen: A powerful beam-like projectile with a built-in antiair followup and the ability to nullify other projectiles.
  • Close Range Normals: Lacks self-canceling ground jabs and the quickest normal is only 6F.
  • Lack of Mobility: Slow run, floaty jumps, and short airdashes.
  • Weak Mixup: Outside universal tools, lacks truly effective mixup and relies heavily on reads and conditioning.
  • Thin Defense: Below-average effective health (defense modifier & guts).
Axl Low
GGXRD-R Axl Portrait.png
Defense:x1.06
Guts:1
Weight:[100] Medium
Stun Resistance:60
Prejump:4F
Backdash:16F (1~8F invuln)
Wakeup :25F (Face Up)/ 21F (Face Down)
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5K
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623S (9F), 2363214H (14+1F)

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 6 19 -11

A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.

5P Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If 5P hits an opponent in the air, you can gatling into 6K or 2S for combos on normal hit. On counter, Axl can combo into HaitakaGGXRD Axl SparrowhawkStance2.pngGuard:
All
Startup:
23+5
Recovery:
26
Advantage:
-21
. RRC is also an option for some higher damage confirms.

While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's FafnirGGXRD Sol Fafnir.pngGuard:
Mid
Startup:
18
Recovery:
12
Advantage:
+2
).

  • Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.

Gatling Options: 6K, 2S

Level Proration RISC+ RISC-
2 10 7

5K

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 6 3 12 -3

A standing kick that's the closest thing Axl has to a typical jab function.

5K is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better AbareAn attack during the opponent's pressure, intended to interrupt it. options, though it's slower and has a lot more recovery than other typical abare normals.

  • Can go over some low attacks because of no hurtbox beneath the kick.

Gatling Options: 5P, 2P, 6P, 3P, c.S, f.S, 2S, 5H, 5D, 2D

Level Proration RISC+ RISC-
1 6 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 6 10 +1

An upward sickle attack commonly used in combos and pressure.

c.S has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from 5K/2K during pressure since it's hard to get this move out on its own.

It's a good choice for throw OSA shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. since it's faster than 6P and has much better hitbox vertically; beware of accidental RensenGGXRD Axl SickleFlash.pngGuard:
Mid
Startup:
13
Recovery:
37
Advantage:
-13
if doing it out of blockstun however.

  • Can be used to cover the vertical blind spot of 2S as an antiair, though it requires more precise timing due to lack of upper body invuln

Gatling Options: 5P, 2P, 6P, 3P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
3 14 6

f.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 3 22 -11

A mid-range poke with great range and good startup. Decently strong round start option.

Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.

  • Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.
  • Long cancel window, which makes executing Rensen YRC very easy.

Gatling Options: 2S, 5H, 5D

Level Proration RISC+ RISC-
2 -7/+10

5H

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 16 4 17 -2

Slow swing with surprisingly good range, usually used after c.S as combo/blockstring filler.

Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.

  • Ground CH allows you to combo with 5D (if you can react) or 5K.
  • Air CH has significant untech time.
  • c.S > 5H can sometimes drop against some characters due to various hurtbox differences.

Gatling Options: 6H, 5D, 2D

Level Proration RISC+ RISC-
4 20 6

5D

Damage Guard Startup Active Recovery On-Block Invuln
25 High 26 6 15 -4 17-25 Foot

The universal overhead with a slow and very visible startup.

Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let 5D avoid some low attacks, though using it this way is very impractical.

Level Proration RISC+ RISC-
3 Initial: 80% 14 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 9 3 16 -5 1-11 Upper Body

A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.

Good upper-body invuln with a hitbox that's great against IADAn 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.s and other low-height aerial approaches. 6P shares many gatlings with c.S, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as 2S and 6K, making relying on 6P's upper body invuln less important than other characters.

  • Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD j.H > j.D or RaieiGGXRD Axl ThunderShadowChain.pngGuard:
    High / Air
    Startup:
    28
    Recovery:
    13+3 After Landing
    Advantage:
    +1
    .

Gatling Options: 3P, c.S f.S, 2S, 5H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

3P

Damage Guard Startup Active Recovery On-Block Invuln
24 Low 11 4 8 +2

A slowish all-purpose low poke with good range and recovery.

With its disjointed sweep-like hitbox, good gatlings, and frame advantage, 3P is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time 3P correctly to avoid getting hit or clashing.

  • Counter hit launches the opponent, which can be followed up with a combo.

Gatling Options: f.S, 2S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

6K

Damage Guard Startup Active Recovery On-Block Invuln
22,18 Mid,Mid 11 5(2)8 15 -5

A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.

While it covers a great angle for anti airing, 6K's Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into 2S at closer range or jump cancel j.6P from further away.

If the opponent FDs it in the air, Axl can gatling into 6H for pressure, special cancel into Rensen to force FD, or jump cancel to move away.

  • Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with c.S.

Gatling Options: c.S (2nd hit), 2S, 6H, 5D, 2D

Level Proration RISC+ RISC-
3,2 14, 10 4, 6
  • 2nd hit pulls in

6H

Damage Guard Startup Active Recovery On-Block Invuln
46 High / Air 23 9 9 +1 11-31 Airborne

A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.

Generally pretty risky to throw out on block, 6H is safest to do after 5H, but c.S and 3P are also good choices as the opponent may be expecting a low instead. Hitting 6H late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably.

As 6H is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.

  • Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.
  • Linking to KairagiGGXRD Axl SharkStrike.pngGuard:
    Mid,All
    Startup:
    3+2
    Recovery:
    6
    Advantage:
    +11
    on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits.
Level Proration RISC+ RISC-
4 Initial: 80% 20 6

2P

Damage Guard Startup Active Recovery On-Block Invuln
24 Low 12 6 18 -10

A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.

Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his 5P with less risk than 2H when jumped over (shorter CH state and animation), though it can still be whiff punished.

When blocked, 6H gatling can be used as a surprise overhead/frame trap.

  • Can be low profiled/low crushed by certain characters (e.g. Sol with Grand ViperGGXRD Sol GrandViper1.pngGuard:
    Lowx2~6,
    Midx3
    Startup:
    17
    Recovery:
    37+10 after landing
    Advantage:
    -56
    , Johnny with forward dash).
  • Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles.

Gatling Options: f.S, 6H

Level Proration RISC+ RISC-
2 10 7

2K

Damage Guard Startup Active Recovery On-Block Invuln
9 Low 7 5 6 -1 3-15 Low Profile

A low kick with decent startup and short range. Great for AbareAn attack during the opponent's pressure, intended to interrupt it. and low-profiling

While it's a great overall option, 2K tends to lose cleanly to other low pokes, so use other normals for ground footsies.

Also a common way to set up tick throws and frame traps.

Gatling Options: c.S, f.S, 2S, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 70% 3 8

2S

Damage Guard Startup Active Recovery On-Block Invuln
22,18 Mid 8 9,6 15 -5

Marvelous anti-air normal with a fast start-up and really long vertical range.

Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; 2S is the most common normal used for Bomber Loops because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself.

The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using 6P at these spacings instead. Air moves that let characters stall in the air can cause 2S to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.

Level Proration RISC+ RISC-
2,1 10, 6 4, 6
  • 2nd hit pulls in

2H

Damage Guard Startup Active Recovery On-Block Invuln
22,18 Low,Mid 13 8,6 19 -8

A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.

Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.

At close range, Axl can opt to gatling into strong normals, complementing the threat of the special cancel options nicely.

Gatling Options: 6H, 5D, 2D

Level Proration RISC+ RISC-
2,3 Initial: 90%, 100% 10, 14 7, 4
  • 2nd hit pulls in

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 8 10 12 -8

Sweep with a good startup, decent range and loads of active frames.

2D has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make 2D a solid normal to stick out against characters trying to approach Axl from the ground.

  • The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like Ky's 2KGGXRD Ky 2K hitbox.pngGuard:
    Low
    Startup:
    5
    Recovery:
    6
    Advantage:
    ±0
    or Slayer's 2KGGXRD Slayer 2K hitbox.pngGuard:
    Low
    Startup:
    6
    Recovery:
    8
    Advantage:
    +4
    instead of trading.
Level Proration RISC+ RISC-
2 10 7

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High / Air 7 4 9

A weak air jab which happens to be Axl's only self-cancellable normal.

Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after 2S.

  • Can be used to cancel the first hit of j.S to retract the extended hurtbox, which can save you from projectiles like GunflameGGXRD Sol GunFlame.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 50
    Advantage:
    -4
    .

Gatling Options: j.P, j.6P, j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
0 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High / Air 8 8 12

A kick with long active frames and a jump cancel. Situational air to air for close ranges as it's more reliable than j.P

Air counter hit has huge untech time that can easily be confirmed into a full combo. Otherwise, mostly air combo filler, usually followed up with jump cancel j.H > j.D > Axl BomberGGXRD Axl AxlBomber.pngGuard:
All
Startup:
9
Recovery:
10 After Landing
Advantage:
-
.

Gatling Options: j.P, j.6P, j.S, j.H

Level Proration RISC+ RISC-
2 10 7

j.S

Damage Guard Startup Active Recovery On-Block Invuln
16,12 High / Air, All 11 8,8 9

A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid.

j.S is a good approach tool with IAD against passive opponents; gatlings into j.H and j.6P to extend pressure or combo.

Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.

  • Counter hit state recovery.
  • The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.

Gatling Options: j.P, j.6P, j.H

Level Proration RISC+ RISC-
2 10×2 4, 6
  • 2nd hit pulls in

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High / Air 10 12 9

A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.

Only gatlings into j.D, which can make it more unsafe than j.K if Axl is too high.

  • Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.

Gatling Options: j.D

Level Proration RISC+ RISC-
2 10 7

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High / Air 10 2 22 + 5 Landing Recovery

A big kick that's mostly limited to combos.

Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important combo extension/conversion tool.

  • Landing recovery makes it punishable with throws or fast normals if done too high.
Level Proration RISC+ RISC-
2 10 7

j.6P

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 7 6 14

A long aerial horizontal chain poke. A little more reliable than j.K for air-to-air situations thanks to its range, albeit with a lot less reward on hit.

  • Good against characters that are too fast in the air for 5P and 2S (e.g. Millia, Dizzy).
  • Good confirm from a falling j.S air hit; can be even linked into 5P for more damage if the opponent is close enough to the ground.
  • Can be used after 6K to combo at ranges where 2S won't connect.

Gatling Options: j.6K, j.S

Level Proration RISC+ RISC-
2 10 7

j.6K

Damage Guard Startup Active Recovery On-Block Invuln
24, 18 High / Air 9 6,3 12

A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.

The ideal followup from j.6P; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.

When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using j.6K to harass it's recommended to cancel the first hit into j.P.

  • Counter hit recovery.

Gatling Options: j.P, j.6P, j.S, j.H, j.D

Level Proration RISC+ RISC-
2 10×2 7, 6
  • 2nd hit pulls in

j.2S

Damage Guard Startup Active Recovery On-Block Invuln
16 High / Air 13 14 9

A single-hit poke at a sharper angle than j.S, with lots of active frames. Great when used defensively to stuff ground approaches when j.S would whiff, or to prevent air throw attempts.

Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish.

  • Counter hit recovery.
  • The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than j.S is.

Gatling Options: j.P, j.6P, j.H

Level Proration RISC+ RISC-
2 10 4

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,50 Ground Throw: 78750 1 +71

A strong throw which leads to meterless combos and/or a knockdown.

  • Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).
  • Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.
Level Proration RISC+ RISC-
0 Forced: 50% NA 6, 0
  • Frame advantage listed is on successful throw
  • Stun value: 25

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Air Throw: 192500 1

Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.

  • Important anti-air option against jump angles that 2S and 6P can not cover (e.g. high-altitude air dash that goes above your head).
  • Extending with RRC is possible, if sometimes finicky, by doing an airdash j.D, though it's only recommended to do so if the combo will kill.
Level Proration RISC+ RISC-
0 Forced: 65% NA 6, 0
  • Stun value: 30

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 9 2 17 -5 1-20F Full
21-24F Throw

Kind of a lame DAA based on 6P animation.

  • Decent startup, but terrible hitbox which is easily low-profiled by crouching moves.
  • Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.
Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1-Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1-50: Blitz

Universal defensive mechanic, click here for more information.

On midscreen hit, Axl doen't really get much other than a 5P on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD j.H > j.D if they are low enough after partial charge.

A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Sickle Flash

[4]6S

Damage Guard Startup Active Recovery On-Block Invuln
20×3 Mid 13 12(3 Hit) 37 -13

Sickle Flash (or "Rensengeki", usually abbreviated "Rensen"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance.

Rensen can be YRC'd for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.

Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.

  • Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.
  • Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.
  • Rensen can be done out of a microdash (done by inputting [4]66S) for additional reach.
  • Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.
  • Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.
Level Proration RISC+ RISC-
4 Initial: 80% 10 9
  • 30F charge time
  • Can cancel into followups 36~41F

Melody Chain

[4]6S > 8

Damage Guard Startup Active Recovery On-Block Invuln
35 Mid 1 12 35 -13

Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit.

Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts.

Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.

  • Counter hit is untechable, leads to a meterless combo.
  • If it connects with people right above Axl's head you can link into 5P or 2S for a full combo.
  • Not in counterhit state even during active frames
Level Proration RISC+ RISC-
4 20 6

Spinning Chain Strike

[4]6S > 2

Damage Guard Startup Active Recovery On-Block Invuln
26×5 Low 7 [2(5)]×4,2 17 -5

Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.

It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.

  • Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.
  • Characters can fall out and get OTG'd when this followup is done from too far away.
Level Proration RISC+ RISC-
2 10 7

Artemis Hunter

623S

Damage Guard Startup Active Recovery On-Block Invuln
46 All 9 6 35 -27 1-11 Full

Also known as "Benten Gari", or just Benten. A grounded DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. with a strong vertical hitbox.

Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.

Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.

  • Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.
Level Proration RISC+ RISC-
2 Initial: 90% 10 7

Thunder Shadow Chain

623K

Damage Guard Startup Active Recovery On-Block Invuln
45 High / Air 28 4 13+3 After Landing +1 4-Airborne

Also known as "Raieisageki", or just Raiei. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC.

Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.

Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it.

  • Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape.
Level Proration RISC+ RISC-
4 20 6

Spindle Spinner

41236H

Damage Guard Startup Active Recovery On-Block Invuln
0,80 Ground Throw 27 20 38 +34

Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them.

The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.

Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's stanceGGXRD-R Raven GiveItToMeHERE.pngGuard:
-
Startup:
-
Recovery:
Total 29
Advantage:
-
or Baiken's AzamiGGXRD Baiken Azami.pngGuard:
-
Startup:
1
Recovery:
Total 34~122
Advantage:
-
)

On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.

  • The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.
  • Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely.
Level Proration RISC+ RISC-
0,4 Forced: 70% NA 0, 16

Heaven Can Wait

214P/K

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 0,80 Total 34 +60 4-19 Mid and High Guard Point
214K 0,80 Total 29 +60 4-19 Low Guard Point

Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable or slow attacks.

P counter catches mids and highs, while K counter catches lows. Axl can combo meterlessly off of both counters, which are used as a more rewarding option than Axl's other counterattack options.

  • Works against supers, but loses to unblockable attacks.
  • Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.
  • Only catches strikes and will lose to all projectiles
Version Level Proration RISC+ RISC-
214P 0,4 Forced: 70% NA 0, 20
214K 0,4 Forced: 70% NA 0, 20

214P:

  • Damage and Frame Advantage listed is on successful catch

214K:

  • Damage and Frame Advantage listed is on successful catch

Axl Bomber

j.623H

Damage Guard Startup Active Recovery On-Block Invuln
50 All 9 4 10 After Landing

Axl's primary air combo ender. TK Bomber is a key combo extender and ender, especially in the corner.

While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!

  • A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.
  • Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.
Level Proration RISC+ RISC-
4 20 7

Sparrowhawk Stance

214H

Version Damage Guard Startup Active Recovery On-Block Invuln
214H Maximum 188
214H > P 40 All 23+4 16 27
214H > K 32 All 23+5 19 26 -21
214H > S 24 All 23+8 21 16 -16
214H > H Total 28

Also known as "Haitaka no Kamae", "Haitaka", or just "Stance". Axl's chain-spinning stance that goes quickly into strong fullscreen attacks. While weak at pressuring, it is a solid fullscreen poking tool.

Upon entering the stance, Axl can throw out a chain attack with P, K, and S, or exit the stance with H. On block or whiff, Axl exits the stance automatically. On hit, each chain attack can be canceled into the other followups up to six times, after which Axl exits the stance with an extra recovery animation. None of the stance followups are air unblockable, meaning that chains can be normal blocked or IB'd in the air. The chains are also all strikes and not projectiles, which means they can be blitzed.

After waiting about 150 frames in the stance, the initial chain becomes unblockable, which is signaled by the "Yes!" animation that appears next to Axl. This has little practical use in most matchups, as it generally allows the opponent to run at Axl while the stance is strongest at fullscreen.

  • While waiting in stance, Axl can only PRC.
  • In order to YRC to defend against opponents who get too close, you must do so during the startup any of the followups, including the stance cancel.
  • The same followup cannot be cancelled into itself; the P chain can only cancel into K or S, and so on.
  • Dropping or prematurely ending the Stance combo will also force Axl to exit the stance with the recovery animation; you cannot continue waiting in stance after hitting the opponent.
Version Level Proration RISC+ RISC-
214H
214H > P 2 Forced: 80% 10 7
214H > K 2 Forced: 80% 10 7
214H > S 2 Forced: 80% [Forced: 70%] 10 7
214H > H

214H:

  • Followup moves are possible at 23F and become unblockable after waiting 150F

214H > P:

  • Cancelable to other attack follow-ups on hit

214H > K:

  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.

214H > S:

  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
  • Values in [ ] are when Low is used first after entering Sparrowhawk Stance

214H > H:

Overdrives

Sickle Storm

2363214H or 2363214D

Damage Guard Startup Active Recovery On-Block Invuln
50×2,30×5
[62×2, 37×5]
Mid 14+1 4,4(22)2×6 36 -4 1-16 Full
17-18 Throw

Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile.

Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.

Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.

While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.

Level Proration RISC+ RISC-
4 20×2, 10×5 -6×7
  • Values in [ ] are for Burst version

Shark Strike

214214S

Damage Guard Startup Active Recovery On-Block Invuln
20,42 Mid,All 3+2 11(8)2 6 +11

Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.

Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range 2P, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option.

On air hit, the second hit causes the opponent to tumble towards Axl for an air combo.

  • 5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range.
  • While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.
Level Proration RISC+ RISC-
4 Forced: 85% 20 6
  • 2nd hit pulls in
  • 2nd hit staggers for 69F max, frame adv between +62F~+27F

Instant Kill

Amphora Conflagration

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+15
[5+12]
5 32 -20 9-28 Full
[5-21] Full

Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.

IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.

Common ways to combo into IK include:

  • Rensen-8 RC: Trivially easy to set up and land.
  • Throw RC, Counter RC, Rashousen RC: For burst safety.
  • TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.
  • 5D-6: The only practical 50 meter option, can be done midscreen and in the corner.
  • Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.
Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 90F [5F+5F]

Navigation

Axl Low
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Axl Low/Data.