GGST/Axl Low/Starter

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< GGST‎ | Axl Low



Core
Gameplan

Guilty Gear's dedicated zoner, Axl uses his long chains to control large parts of the screen, forcing his opponent to aproach slowly and carefully at the risk of eating an attack and being thrown back fullscreen away. Axl also has some useful close-range tools allowing him to pressure his opponent should he decide to.

To balance this, Axl's doesn't have the best defensive options: He takes more damage than the average character and has poor Guts meaning that scaling is less of an effect on him. He also lacks a meterless reversal but has one of the best jabs in the game in 2KGGST Axl Low 2K.pngGuardLowStartup5Recovery11Advantage-4 which, despite its average startup, has a good low-profile hitbox allowing Axl to escape pressure that doesn't account for it.
Key Moves
Key Moves
  • 2KGGST Axl Low 2K.pngGuardLowStartup5Recovery11Advantage-4 - Your fastest button. This button can poke holes in your opponent's pressure if used correctly, on top of catching them not blocking low.
  • f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 - Your main mid-range poke. It has good startup, a disjoint on the tip of the hitbox, and good recovery. It is generally a safe move to throw in neutral, and has a useful gatling into 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
  • 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] - Your best move to control the ground. It reaches far, hits low and will beat low-profile moves. It is an essential harassment tool that your opponent will have to keep in mind when approaching you. It can be beaten by jumping over it, but that's where Axl's anti-airs come into play.
  • c.SGGST Axl Low c.S.pngGuardAllStartup8Recovery12Advantage-1 - Your close-range normal. It is very versatile both on block and on hit due to its large gatlings options and special cancel to frametrap and disengage on block, jump-cancel for combos on hit or mixups, and dash cancel for pressure on block or more commonly after using it as an OTG.
  • j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- - Covers an important part of the screen from the air making it difficult to contest, on top of hitting high.
  • [4]6SGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 - A commital but very important zoning move. Opponents will constantly have to respect it, as the different followups allows you to beat opponent that either try to avoid it or contest it after blocking. It also allows you to win projectile wars as it is multi-hitting. Correct use of Rensen can reward you with plus frames to continue pressuring your opponent.
  • 5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]: Your lowest and quickest anti-air. It covers the space usually taken by IADs, which are some of the most common responses to Axl's ground pressure. Its special cancel allows you to send opponents back fullscreen on hit.
  • 2SGGST Axl Low 2S.pngGuardAllStartup9Recovery23Advantage-16: Vertical and disjointed anti-air. This is what you will use for opponents above you to beat their jump-ins attacks or simply trying to double jump above you. This is the move you are most likely to score counter-hits with, and the reward in that situation is very high.
  • 6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13: The universal anti-air. Unlike Axl's other options, this one has upper-body invulnerability, making the timing on it more lenient, at the cost of less reward on hit. This one is also used for opponent above or slightly in front of you.
Combos
Combos
  • (c.S) > f.S > 2H > 214H
  • 2K > 2D > 2H (OTG)
  • 6P > 214H
  • (CH) 2H > [4]6S(8) > c.S (OTG)
  • (Anti Air) 5P > [4]6S(8) > c.S (OTG)
Zoning
Zoning

Use your long-range attacks to keep the opponent away from you. Make sure to vary between ground-hitting attacks like 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] and f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8, and high hitting attacks like 5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3] to keep your opponent guessing between advancing on the ground or in the air.

[4]6SGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 can punish opponents that try to counter your ground attacks while 41236HGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- can punish opponents that respects your pressure too much and resolves to blocking, as it will force them to resume the cycle of guessing between the air or the ground. At mid-range, you can bait your opponent's attacks with 214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 and stays at advantage if they block.
Pressure
Pressure
Up-close you can frametrap by going into 5HGGST Axl Low 5H.pngGuardAllStartup16Recovery19Advantage-4 from one of your S normals, throw them with 6DGGST Axl Low Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage-/4DGGST Axl Low Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- and, once you have conditioned them to avoid throws, bait their tech attempt or their abare by running up to the opponent then using 214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 or finally mix them by using 2KGGST Axl Low 2K.pngGuardLowStartup5Recovery11Advantage-4 > 2DGGST Axl Low 2D.pngGuardLowStartup10Recovery17Advantage-9 for a low and j.HGGST Axl Low j.H.pngGuardHighStartup12Recovery25Advantage+3 (IAD) for an overhead.

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