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*Gatlings into 6K and 2S, and the two hits make it easy to hitconfirm, so this is one of Axl's core starters for air combos. | *Gatlings into 6K and 2S, and the two hits make it easy to hitconfirm, so this is one of Axl's core starters for air combos. | ||
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: 6K, 2S | [[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: 6K, 2S | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGACR/Axl Low/Data|f.S}} | {{#lsth:GGACR/Axl Low/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* | Left hook | ||
*Good footsie and approach stopper | |||
* | *Good round start move, only directly contestable in a few matchups | ||
*Staggers on counterhit. This can allow some tricky situations with rashousen, but also makes the hitconfirm into rensengeki more guaranteed | |||
* | *Can be low profiled under | ||
f.S can be gatling'd into from 2P. This gives you more options out of 2P, or could withdraw 2P's hurtbox early for safety if 2P connects. | f.S can be gatling'd into from 2P. This gives you more options out of 2P, or could withdraw 2P's hurtbox early for safety if 2P connects. | ||
If this move is done at typical spacing, cancelling it into a Rensen Geki will combo against a crouching opponent, but not against a standing opponent (unless counterhit). | If this move is done at typical spacing, cancelling it into a Rensen Geki will combo against a crouching opponent, but not against a standing opponent (unless counterhit). | ||
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: 5H,5D | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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*Bounces on counterhit, making it rewarding in frametraps. | *Bounces on counterhit, making it rewarding in frametraps. | ||
*Has some upper body invul, so it will occasionally trade favorably (especially on counterhit). | *Has some hurtbox shenanigans that often work like upper body invul, so it will occasionally trade favorably (especially on counterhit). | ||
*At -2 on block, its one of Axl's safest ways to end a blockstring without an frc | *At -2 on block, its one of Axl's safest ways to end a blockstring without an frc | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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Mostly this move serves as blockstring filler, adding some extra guardbar when you have the space to gatling it from c.S or 5K, and it's Jump-Cancelable, so it can add some tricks to your pressure. | Mostly this move serves as blockstring filler, adding some extra guardbar when you have the space to gatling it from c.S or 5K, and it's Jump-Cancelable, so it can add some tricks to your pressure. | ||
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: c.S,f.S,2S,5H,2H,5D,2D | [[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: 3P,c.S,f.S,2S,5H,2H,5D,2D | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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*Moves Axl closer to the opponent (can help get you to preferred range for a matchup/situation) | *Moves Axl closer to the opponent (can help get you to preferred range for a matchup/situation) | ||
6H can whiff entirely by jumping over some crouching characters if done too close. | 6H can whiff entirely by jumping over some crouching characters if done too close. It will occasionally hit them as a cross-up (especially against Faust), but it's not very reliable | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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*Jump-cancellable and pulls the opponent downward, so very important for converting into air combos | *Jump-cancellable and pulls the opponent downward, so very important for converting into air combos | ||
*More untechable than 6K, allowing followups like j.H or j.D | *More untechable than 6K, allowing followups like j.H or j.D | ||
*Does not cover the range directly above Axl. Never use in situations where the opponent is falling straight onto Axl, such as when his back is to the corner and they are coming down along the same edge of the screen | *Does not cover the range directly above Axl. Never use in situations where the opponent is falling straight onto Axl, such as when his back is to the corner and they are coming down along the same edge of the screen (At this spacing, your best anti-air option is probably airthrow or tenhouseki, but 5H also works if you have enough time to get it out) | ||
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: 6K | [[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: 6K | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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*The projectile cannot be negated by other projectiles, and will simply pass through them until touching the opponent. | *The projectile cannot be negated by other projectiles, and will simply pass through them until touching the opponent. | ||
*Hitting the opponent puts Axl in an invincible throw animation, making this a great tool for getting through projectiles and traps | *Hitting the opponent puts Axl in an invincible throw animation, making this a great tool for getting through projectiles and traps | ||
}} | }} | ||
{{AttackVersion|name=Feint|subtitle=Rashou Sen -> P}} | {{AttackVersion|name=Feint|subtitle=Rashou Sen -> P}} | ||
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*Goes all the way to max height, then hits all the way until Axl lands | *Goes all the way to max height, then hits all the way until Axl lands | ||
*You can hold the button to stay in the sky longer | *You can hold the button to stay in the sky longer | ||
*You can DI left or right to move around through the entire move. | *You can DI left or right to move around through the entire move. Useful for messing with the opponent's spacing, covering more distance, or making it cross up ambiguously. | ||
*Maintains running momentum, so it can travel almost the whole stage if done from running | *Maintains running momentum, so it can travel almost the whole stage if done from running | ||
*RCing this move puts Axl on the ground almost immediately no matter how high you hit. This allows for a fairly easy conversion, and can put the opponent at frame disadvantage above you if they block it in the air. | *RCing this move puts Axl on the ground almost immediately no matter how high you hit. This allows for a fairly easy conversion, and can put the opponent at frame disadvantage above you if they block it in the air. | ||
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*Two parts: First a giant multi-hit benten, then a big flaming rensen | *Two parts: First a giant multi-hit benten, then a big flaming rensen | ||
*Pretty slow, and can be punished if they block or dodge the first part | *Pretty slow, and can be punished if they block or dodge the first part | ||
*The first part hits slightly behind Axl on its last active frames | *The first part hits slightly behind Axl on its last active frames and does double chip damage | ||
*The second part is often safe on block | *The second part is often safe on block | ||
}} | }} | ||
}} | }} |
Revision as of 02:32, 16 June 2019
Axl Low |
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To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
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Overview
Axl is a dork, and you'll love him all the more for it. Based off of Guns and Roses' own Axl Rose, Axl is a British Goofball who has easily the highest range in the game.
Jumping against Axl is suicide, since he can cover most of the entire screen with normals that cover a huge amount of the stage. He has an unblockable attack, two crossup attacks, two counters, a frame-one autoguard move, and surprising damage potential for a character who's built for range when he's near the corner (And excellent corner carry with meter). Rensengeki is a good projectile that works for pressure and combos, eating through other projectiles and has two followups, one for catching jump attempts and the other for tacking on damage and knockdown. He can bait reversal options with his counters and some of his long ranged normals (3P in particular). However, when opponents are in Axl's face, there's very little he can do about it. His super is easy to bait, his Dead Angle is slow and has a bad hitbox, and Hachisubako (autoguard DP-esque move) is weak to lows and unsafe on block. If you like keeping the pressure on from a bit far away, Axl might just be the character for you.
Strengths and Weaknesses
Unique Mechanics
- Axl can hold down the attack button on his long range normals to skip the second hit of any of his multi-hitting normals.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/N6IIghe5_Os
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Normal Moves
Note: Startup value in [ ] indicates Startup of the weapon's tip.
5P |
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5K |
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Axl's jab. It's pretty slow, and also you do it with the K button.
Gatling Options: 5P,2P,6P,3P,c.S,f.S,2S,5H,2H,5D,2D |
c.S |
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A good move for throw option selects and combo filler.
Can be used to get the confirm after frc rensen or axl bomber in the corner. Gatling Options: 5P,2P,6P,f.S,2S,5H,2H,6H,5D,2D |
f.S |
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Left hook
f.S can be gatling'd into from 2P. This gives you more options out of 2P, or could withdraw 2P's hurtbox early for safety if 2P connects. If this move is done at typical spacing, cancelling it into a Rensen Geki will combo against a crouching opponent, but not against a standing opponent (unless counterhit). Gatling Options: 5H,5D |
5H |
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5H is mostly combo or blockstring filler, but has some useful properties.
5H's main selling points are its damage, guardbar, and stun. Many of Axl's special moves have a lot of startup, and canceling from 5H is often the best way to make them harder to contest Gatling Options: 6H,5D,2D |
5D |
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Axl's dust doesn't lead to much damage, but has decent corner carry and can catch them not paying attention because, like all 5D's, it hits high. Its main strength is that it has huge range for a dust. Its weakness is that its tied with S Raei Sageki for Axl's slowest move (28F startup). 5D also has some lower-body invuln near the active frames, and can be used to call out lows pre-emptively While 6H is usually preferred as an overhead due to faster startup and better nominal frame advantage, 5D is safer in many circumstances because it pushes the opponent further away and doesn't put Axl right in jab range in its startup Axl can do a fake impossible dust combo (8jD-8jD-TK Bomber) from nearly any range, which can be converted into a bomber loop from pretty far from the corner. With the Axl Bomber FRC, it can also lead to a normal air combo midscreen. Fun Axl Fact: This move has so much range, it can make it hard to actually get the launch combo if it connects from too far away. You can sometimes fix this by using j.6P to pull them closer to Axl at the beginning when the screen flashes. |
6P |
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1~10F upper body invul, but not as much as most 6Ps. The hurtbox extends higher than 2S and the hitbox is tiny, so it's pretty bad as an anti-air, especially since Axl is a walking surface-to-air missile and any of his long range chain attacks will serve you better. 6P launches on counter hit and has the upper body invul, so it can occasionally work as a high-reward counterpoke, but 3[P] is much more effective for that and less likely to get you killed. Mostly this move serves as blockstring filler, adding some extra guardbar when you have the space to gatling it from c.S or 5K, and it's Jump-Cancelable, so it can add some tricks to your pressure. Gatling Options: 3P,c.S,f.S,2S,5H,2H,5D,2D |
6K |
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2P |
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2K |
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They call him Axl Low for a reason
Gatling Options: c.S,f.S,2S,2H,5D,2D |
2S |
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2H |
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3P
3P |
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2D |
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Sweep the leg
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Air Normals
j.P |
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Axl's only actual jab
At least we get a mashable jab in the air! Its a good air-to-air, and works for bringing them to the ground if you get them to block it. Jumping up and air-to-airing with this move can be a useful way to catch people trying to jump in when they expect 2P or try a weird angle that Axl's anti-airs have trouble covering. j.P gatlings into all of Axl's other air normals, so you have lots of options to confirm into a combo. If you anti-air or jump in with mash j.P near the ground, you can gatling into j.H → landing cancel, then continue the combo on the fly (5K, 2S, and 5P work well for the pickup). You can also set up a bomber loop in the corner with jump in>late air dash>j.P>j.D>H Axl Bomber. Mix this up with j.H safe jump and empty jump 2K so they'll never see it coming. Gatling Options: j.6P,j.K,j.S,j.H,j.D |
j.K |
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The Boot
j.K is a useful air-to-air with good range and speed. It can confirm into j.D>FB Axl Bomber on hit for a combo, or gatling into mash j.P on block to bring them to the floor for ground pressure. j.K can also work as a last resort jump in when the spacing or timing are wrong for j.H or j.S. Gatling Options: j.P,j.6P,j.S,j.D |
j.S |
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j.H |
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Ignorant air button
Gatling Options: j.D |
j.D |
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The drop kick
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j.6P |
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Universal Mechanics
Ground Throw |
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Be mindful of the corner when going for a throw. Don't miss a bomber loop because you threw them out of the corner. By the same token, don't get killed doing a non-os'd throw because you wanted the bomber loop too badly. 2K, 5K, c.S, and 3P are good moves for tick throwing Some heavy or small hitbox characters, such as Johnny, Ky and RoboKy, require microdash > 5K to get the confirm. Its tempting to reversal throw as Axl, due to his lack of other reversal options, but don't get comfortable with it. Its extremely easy to bait. Use this option select (works in AC and +R with all characters) if you wakeup reversal throw https://www.youtube.com/watch?v=Ad9z2BJwdDg |
Air Throw |
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An average, but useful airthrow. Grants an oki.
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Dead Angle Attack |
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Not very good, but one of Axl's few ways to defend himself
Axl can combo off his Dead Angle Attack with DAA>5P>whatever. The damage is very small, but the moves after the Dead Angle can kill the opponent if they are almost out of life. |
Specials
Benten Gari 623S/H |
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Continue to Axl Bomber H Benten Gari -> 623H |
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Follow-up version of Axl Bomber
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Continue to Kokuu Geki H Benten Gari -> 623H -> 63214S |
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Further followup from Axl Bomber continuation
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Rensen Geki [4]6S |
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Fast projectile that hits near the ground. One of Axl's most important tools.
Extremely important to making Axl threatening at long range and dealing with opponents who attack the hurtbox on long range chains. The FRC is a cornerstone of Axl's pressure and confirms, so it is absolutely essential that you master it. |
Kyokusa Geki Rensen Geki -> 8 or 9 |
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Anti-Air followup to Rensengeki
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Sensa Geki Rensen Geki -> 2 or 3 |
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Low followup to Rensengeki
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Rashou Sen [4]6H |
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Tenhou Seki 214P/K |
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Hachisubako 623P |
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Look ma, I'm Anji
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S Raiei Sageki 63214S |
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Bandit Bringer, but more angular
This move's FRC point is very versatile. It happens right at the start of the active frames (2 frames before and 1 during the first active frame). This means that Axl will complete his jump and then cancel, leaving him in the air. Also, if you Jump Install the move (Either in a string before it's performed or by adding an upward direction to the end of the motion from neutral), you can double-jump or airdash afterward. This has a few major applications
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H Raiei Sageki 63214H |
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I must go, my people need me
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Axl Bomber j.623H |
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Death from above
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Kokuu Geki
Kokuu Geki j.63214S |
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Force Breaks
Shiranami no Homura Hachisubako -> 421D |
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Up in flames
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FB Axl Bomber j.623D |
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Doin' it oldschool
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FB Kyokusa Geki [4]6D |
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What do you mean I didn't rensen?
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Overdrives
Byakue Renshou 2363214H |
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Sometimes you just need a real DP
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Instant Kill
Rensen Ougi: Midare Gami in IK Mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •