GUILTY GEAR Xrd REV 2

GUILTY GEAR Xrd REV 2

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Cleric's Guide to Axl Low
By Salty Cleric
Learn how to Axl!
Note: Most of the information provided will be taken directly from #resources from the Axl Low Discord
   
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Changes from -SIGN-
  • Lost the ability to cancel Sparrowhawk Stance after the 5th hit
  • Added cS->3P gatling
That's it, really
Who is Axl? *fluff*
Axl is a British time traveler that comes from the 90s, however, he's not able to control his ability, which causes him to slip in time a lot to random time periods, his only goal is to return safely to his time period and reunite with his girlfriend Megumi.
Yeah but why should I pick him? (Gameplan)
Axl is the dedicated character with an arsenal of long ranged normals, making him able to start his offense from distances that other characters find hard to deal with, however, Axl is NOT a zoner, since his tools, while long-reaching, do not have a lot of active frames, nor a lot of reward from hitting 5P or 2P at max range and getting hit while using them will result in a nasty counter hit, if you want a more dedicated zoner, pick Ky, Venom, or Dizzy.
Since Axl is not a zoner then what is he? Putting it shortly, he actually excels at mid-range aggression, since his tools are fast enough to be relatively safe and unchalleged at this distance, and his range let's him play a really nice counter-zoning game, also his anti-air game is one of the scariest in the game, since 5P, 6K and 2S cover a lot of angles in the air, forcing the opponent to respect you when they jump. He also has the benefit of having a low entry execution requirements, which makes him relatively easy to use
However Axl is not without his flaws, Axl struggles a lot against characters with superior mobility, since that makes his long ranged options really dangerous to use, his own mobility is nothing to write home about (with his backdash being one of the worst of the game), his mixup game is not very good compared to other characters, and his options under pressure are limited, since he doesn't have an actual jab and his Dead Angle is extremely unreliable.

With this out of the way we can examinate his tools.
Axl's tools part 1 (normals)
Before anything else, the notation used in this guide will be the following
7-up back
8-up
9-up forward
4-back
5-neutral
6-forward
1-down back
2-down
3-down forward
j.-jumping
P-Punch
K-Kick
S-Slash
cS-Close Slash
fS-Far Slash
H-Heavy/Hard Slash
D-Dust

Putting it simply, look at your keyboard's number pad in the right, imagine each number being a direction

Normals

  • 5P Your main tool against Instant Air Dashes and allows you to poke characters at long range, just be careful using this move, since some characters are short enough for it to whiff and some dashes are lower thant his move (note, this move is the bane of I-No's existence) if it hits in the air you can cancel into either 6K or 2S for a jump cancel into air combo
  • 2P Poke, a low, kinda safe to whiff at long ranges and cancels into 6H, Shark Strike, and in CH into Rensen
  • 6P This move is kinda trash, since it has a really unreliable hitbox, but it has the saving grace of having nice rewards if you managed to counter hit with it and having upper body invincibility. Also your Dead Angle attack
  • 3P Your main normal, this move is amazing, it hits low while standing, it doesn't extend your hurtbox, it has a nice startup for it's range and since it's one of your few moves that are + on block, you can cancel it into 5H for a frame trap, this move is your main reversal baiter and it can cancel into 2H, fS, 5H and 6H
  • 5K Your "jab", this is your fastest ground normal at 6F, your main combo starter in the ground and useful for situations when cS won't cut it for Bomber Loops
  • 2K Another amazing move, while it's 7F it hits low and it allows Axl to low profile a LOT of attacks, and it allows you to make tick throws. You'll cancel this move into 2D a lot.
  • 6K An anti-air, unlike 2S, this one is almost exclusively used as a read, since while it has an incredible range, it's recovery is pretty bad. (Be careful when you want to do a running 5K, since if you're careless you'll get this move instead, and that's not pretty)
  • cS Decent normal being +1 on block, having a 7F startup and it cancels into EVERYTHING (well, with the exception of K attacks),also this is a nice normal for doing throw option selects.
  • fS Poke, has good speed for it's range, staggers on counter hit, can combo into rensen and into 2S if you manage to hit them while they're in the air.
  • 2S AMAZING anti-air, has a really good speed and range, and it hits twice, it also leads to air combos.
  • 5H This move is..weird, while slow it has a really unusual hitbox (with decent range) making it an extremely situational Anti Air and it also has a small amount of head invulnerability, this move is also your main frametrap after 3P, and in counter hit it leads to good damage. 5H leads into 2D.
  • 2H High risk low, while it's as fast as 2P and has a lot of active frames that also means that this move leaves you in danger of getting counterhitted during it's whole duration, and believe me, that's not pretty in the slightest. It vacums on normal hit and knocks down on counter hit. (FOR THE LOVE OF BENTEN DON'T AUTOPILOT 2H->6H)
  • 6HAlong with 5D this is your only grounded overhead, while it's +on block it can be extremely predicable since it has a really long startup, which allows your opponent to just 6P you and get a counter hit (not that it matters at +4F online HA!) 6H ground bounces on counterhit and can also be used as an unorthodox anti-air. This is also an ideal, yet predicable meaty, so be aware of wakeup Blitz.
  • 5D Your other grounded overhead, while slow and being -4 on block, 5D has long range. Nothing much to say about move.
  • 2D Your sweep, while it's nowhere near the fastest one around it's still decent, this is your main move into Rensen.
  • j.P Your only self cancelable move, and your only actual jab, it doesn't have much of an use since you don't really want them to be this close to you, but it can be used to make your hurtbox smaller after they block jS
  • j.6P Are they too far away for j.K to hit them? Use this baby. j.6P is almost identical to 5P, and it can be linked into (note, linked, not cancelled) after using j.H for air to ground combos. Also this move is used after a 6K when they're too far away for 2S to hit
  • j.K Your main air to air move, it has decent range and in counterhit it has an absurd untech time.
  • j.S Long range air to ground normal, mostly used as an approach tool, but can also be used to keep the opponent at bay, be careful though, since this extend your hurtbox, so do try to be unpredictable with this.
  • j.Hcombo filler and air to ground normal at close ranges, not much to say
  • j.D Ok this is an interesting move, while j.D is used as a combo filler since it's pretty bad on block, the untech time on hit is absolutely nuts, which allow you to land when used close enough to the ground and extend your combos with your anti-airs

Universal mechanics

  • Ground throw Axl's throw is actually revesed, making 4H the actual forward throw, while this was useful in the X and XX days since it allows you to charge Rensen while throwing, the use of that tactic is no longer ideal in Xrd. Despite this, this throw is not bad, since it let's you start a combo with either 6K or dash->5P, it just means that Option Selecting the throw when you're cornered is not possible
  • Air throw Are they in a position when 2S won't hit them? Just neutral jump and air throw them, as with the ground throw, the air throw is reversed too, making 4H the forward throw
  • Dead Angle Covered in 6P
  • Blitz Attack Well it works and it is a combo starter in the corner, there's not a lot to say.
Axl's tools part 2 (specials and overdrives)
Specials

  • Rensen Geki/Sickle Flash [4]6+S This is the move that makes Axl Axl, this is THE MOST IMPORTANT attack in your moveset, it counts as a projectile, it destroys other projectiles, reaches 3/4ths of the screen, allows you to continue pressure at range, restarts neutral, can be used as oki and has an AMAZING YRC (one of the best in the game in fact) Rensen has 2 followups
    Pressing Up (8) will give you Kyokusa Geki/Melody Chain which allows Axl to cover part of the air, stuffing IADs and general air approaches, though this move can be baited with double jumps and has quite a bit of recovery
    Pressing Down (2) gives you Sensa Geki/Spinning Chain Strike which is a low that deals multiple strikes and to make your opponent remember that they can't just block high against Rensen, this move is great for corner combos and has a nice deal of chip damage, but it also has some recovery issues, so try to space this correctly
    A note, while Rensen is your BnB move, try to be mindful of when to use it, since a badly spaced rensen is a guaranteed counterhit.
  • Rashousen/Spindle Spinner 41236H Rashousen...YES!! long ranged command grab, while it sounds good on paper, in reality it's a really situatinal mixup tool, since it lost it's feint from AC, forcing you to YRC this if they jump, because the recovery of Rashousen is pretty bad. Nevertheless Rashousen has 2 useful RRC points, before Axl jumps, which allows you to corner carry your opponent completely unpunished, and after the explosion, allowing you to continue with either an air combo or with Sparrowhawk (WHO AND WHY THE ♥♥♥♥ DID THEY CHOOSE SPINDLE SPINNER AS THE ENGLISH TRANSLATION)
  • Benten Gari/Artemis Hunter 623S BENTEN-SAMA! Our goddess and saviour. While the transition from +R to Xrd was not kind to Rashousen, it was really good for Benten, since, while it lost it's H counterpart, now it is an actually decent reversal. It's 9F startup, has a deceptively big hitbox, grants some invulnerability and it doesn't leave the ground. However, it only hits once and, like every other DP, it can't be YRCd on whiff. Benten is your main starter for RRC combos
  • Raiei Sageki/Thunder Shadow Chain 63214S Will it crossup this time? No one really knows (but in all seriousness backstep before using it so you can make it ambiguous)...Raiei Sageki is a mixup tool, since it crosses the opponent. This has the unusual property of traveling longer if you dash before using it. It's also a generally decent annoyance tool. Case in point (video courtesy of Pssych)
    However this move has problems in the shape of having long startup and being pretty predictable, still, you can use this as an escape from the corner tool if you YRC it.
  • Tenhou Seki/Heaven Can Wait 214P/K Your 2 counter moves, P Tenhou counters high and mid, while K Tenhou counters low and also has the ability to combo without the need of using RRC, bear in mind that both versions have a 4F startup.
  • Haitaka no Kamae/Sparrowhawk Stance 63214H ULTIMATE SCRUBKILLER and the reason Axl is LOATHED at low levels of play, This is the zoning tool for Axl, allowing him to punish careless approaches, while this sound good it has one massive flaw: EVERY PART OF THE CHAIN ALSO COUNTS AS A HURTBOX, which makes Sparrowhawk a situational tool, and a free get in for smart players, a note, the less hits you do the less recovery you get when cancelling it, so it's prefered to just do 3 hits, cancel, rinse, repeat. Still, it's a decision between bigger chip damage and lower recovery
  • Axl Bomber j.623H AXERU BUMBAAAAAAA! Main air combo finisher, can be YRCd in the air for more air time, it can also TKd after 2S, which in most situations gives you a knockdown.
    One of the biggest uses for TK Axl Bomber is in the corner, which allows you to loop it up to 4 times, making something that is called a Bomber Loop

Overdrives

  • Byakue Renshou/Sickle Storm 2363214H A reversal like Benten but with more flames and a bit more of unvulnerability, also this is your Burst Overdrive
  • Kairagi Yakou/Shark Strike 214214S Combo extender, this is your fastest move and it's useful when confirmed with either 5P or 2P, pulls your opponent towards you and it wall splats if it hits them while they're in the air
Some combos
Note, () means optional
MID SCREEN
  • 5K>cS>5H>2D>Rensen
  • 2K>2D>Rensen
  • 5K(>cS)>3P...
    • ...2H(>6H)
    • ...2D>Rensen
  • Anti Air (5P>)6K>2S>jump(>jK>jump)>jH>jD>Axl Bomber
  • (close range Anti Air) cS>2S>high jump>jD>j6P>land>Rensen
*Will expand*
7 Comments
Ash Blossom & Joyous Spring 12 Sep, 2022 @ 6:45am 
honestly any combo with 6k>2s makes me cum in my fashionable 90's jorts
jayzenko 8 Jul, 2021 @ 12:22pm 
god axl low is so cool
Robotti_Ruttunen 13 Jan, 2018 @ 7:14am 
Some what superficial guide.
Fastest Honk in the West 25 Jun, 2017 @ 3:46pm 
link the Axl discord for anyone who wants to join and see what resources you read up on firsthand. The videos really help, especially with combo chains.
Penguinator 26 Dec, 2016 @ 11:24am 
For a more complete Axl guide I recommend checking out luker's one on Xrd Sign.
http://steamproxy.net/sharedfiles/filedetails/?id=576518636
LEE 20 Dec, 2016 @ 8:46pm 
mmm I play him differently. There is no fun in keep the distance between your opponent and yourself.
Loekkson ^~^ *glom* >~< 18 Dec, 2016 @ 7:46am 
"Axl is NOT a zoner"