GGXRD-R2/Slayer/Matchups/Axl Low

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GGXRD-R2 Slayer Portrait.pngGGXRD-R Axl Portrait.png

Matchup Overview

General info about character's advantages and disadvantages in matchup, and how to play around them

move

Overview
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.

Details
Axl's fastest normal is 6f(!), which is his 5K, and his 2nd fastest is his 7f 2K. This means anytime Slayer is normally -1, for example K mappa on hit, It's late on IB, 6P on block etc, you are now "+0" in relative poking speed. This is important because it means you can forward dash, 2H, c.S etc to steal your turn when it normally wouldn't be possible against other characters that have 5f normals. This also means when K mappa is blocked at -2, you can do c.S regardless to trade with Axl 2K, and continue the combo as c.S (trade) 5K K mappa. Another huge weakness to Axls fastest normals is they have no whiffcancels, so they aren't fast enough to trade into c.S and also catch dandy step at the same time. This gives Axl a much harder time dealing with K mappa into c.S, P dandy, forward dash, and such. Having no 5f normal also means the gap between UP and IL will trade at worst, still leading to a big CH combo for Slayer.

Counterplay
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.

  • Axl wakeup cinematic super: Block the first spinning attack, then IAD over the low swipe. As you land in front of Axl, you have enough time to do CH EW.
  • Axl 623S (dp): You can try to call this move out preemptively with K Pile as it doesn't have much horizontal reach and it also stays grounded. You can also block punish with 5D or with a forward dash c.S starter if you're further out. Because this reversal is on the slower end(9f), you can option select your attacks with YRC. This means when your attacks are whiffing on the reversal, you will get YRC and recover in time to block or K pile. If your move connects normally, no YRC happens. If you have 50 tension and do this, you will get RC on hit and block, which is good anyways. On It's late RC on block, you can IAD j.SH214K for a fast overhead launcher during the time they are stuck stand guarding.

Combos

Character specific routes, also note routes that are not possible or are harder on this character

  • c.S f.S > j.D2K j.D works on standing
  • CH P pile > walk f.S > j.K2K > j.K > dj.SHD2K > j.PD or f.S > j.K2K > j.K > dj.HD. You have to do this at max range as CH P pile > 6H > P pile won't work when you are far away on Axl (which is most of the time).
  • Otherwise one of the easiest characters to combo in the air.
  • 2K > c.S > 2D
  • 2K > c.S > EW
  • 2K > 5P > 2KD
  • 2K > 2PSH > 5K > j.K2K > j.K > dj.SHD2K > j.PD (K dandy)
  • It’s late > c.S f.S > 2KD (crouch)
  • It’s late > 2KD (meaty)
  • 6K > c.S f.S > c.S f.S > 2KD (crouch)
  • P cwh > f.S > j.SHD > dj.PSHD2K > j.PD
  • 0 Hit > K cwh > 5H > j.KSHD > dj.KSHD2K > j.PD
  • 1 Hit > RRC > K cwh > 5H > j.KSHD > dj.PSHD2K > j.PD (works because j.S hits earlier?)
  • 2 Hit > RRC > K cwh > 5H > j.KSHD > dj.SH~D
  • 3 Hit > RRC > K cwh > 5H > j.KSHD > dj.SH~D
  • 4 Hit > RRC > K cwh > 5H > j.SH~D > dj.SHD
  • Throw > RRC > 5H > ~j.KSHD > dj.KSHD2K > j.PD
  • CH 6P > K cwh > 6H > UPIL
  • CH 6P > K cwh > 6H > K mappa > 5P > j.K > dj.HD
  • j.D2K > ~j.SK > dj.SHD2K > j.KD

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