It has nothing with DirectX version. It's about math libraries. After deprecation and stripping out D3DXMath from SDK we are forced to use DirectXMath or 3rd party math libraries instead.
See Living without D3DX for porting instructions.
Also, probably you will find this answer useful.
Edit: Worth to add that DirectXMath has specific alignment requirements. Make sure you don't overlook that (see: link)
Edit2: Specifically, XMMatrixRotationAxis
accepts 2 parameters, because it returns result. With D3DXMatrixRotationAxis
you expect result in third argument. See MSDN docs for details.
Hope this helps! Happy porting!