GGACR/Axl Low

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< GGACR
Revision as of 11:22, 6 September 2019 by 189.84.177.243 (talk)
Axl Low
GGAC Axl Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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

 Axl Low -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

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

{{#evt: service=youtube

id=https://youtu.be/N6IIghe5_Os

}}

Normal Moves

Note: Startup value in [ ] indicates Startup of the weapon's tip.

5P
GGAC Axl 5P.png
GGXXACPR Axl 5P-1-Hitbox.png

1st Hit (Frame 9)

GGXXACPR Axl 5P-2-Hitbox.png

1st Hit (Frame 10)

GGXXACPR Axl 5P-3-Hitbox.png

1st Hit (Frame 11)

GGXXACPR Axl 5P-4-Hitbox.png

1st Hit (Frame 12)

GGXXACPR Axl 5P-5-Hitbox.png

1st Hit (Frame 13)

GGXXACPR Axl 5P-6-Hitbox.png

2nd Hit (Frames 16-17)

GGXXACPR Axl 5P-7-Hitbox.png

2nd Hit (Frames 18-19)

GGXXACPR Axl 5P-8-Hitbox.png

2nd Hit (Frames 20-21)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P


5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24, 16 Mid 9 [13] 5(2)6 10 -1 2 6×2 5×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SR 11 12 16, 21 12
GGAC Axl 5P.png
GGXXACPR Axl 5P-1-Hitbox.pngGGXXACPR Axl 5P-2-Hitbox.pngGGXXACPR Axl 5P-3-Hitbox.pngGGXXACPR Axl 5P-4-Hitbox.pngGGXXACPR Axl 5P-5-Hitbox.pngGGXXACPR Axl 5P-6-Hitbox.pngGGXXACPR Axl 5P-7-Hitbox.pngGGXXACPR Axl 5P-8-Hitbox.png
1st hit (Frame 9) • 1st hit (Frame 10) • 1st hit (Frame 11) • 1st hit (Frame 12) • 1st hit (Frame 13) • 2nd hit (Frames 16-17) • 2nd hit (Frames 18-19) • 2nd hit (Frames 20-21)
•2nd hit pulls in opponent on hit
5[P]


5[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 9 5 18 -11 2 6 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SR 11 12 16 12
GGAC Axl 5P.png
•Axl is in CH state during move

An anti-air for catching jump startup and low air approaches.

  • Situationally useful for punishing projectile startup.
  • The extended hurtbox and high aim makes it a fairly weak poke for grounded neutral, and it should be used sparingly against grounded opponents who aren't extra tall.
  • 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.

Gatling Options: 6K, 2S

5K
GGAC Axl 5K.png
GGXXACPR Axl 5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 6 3 8 +1 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 11 12 12 12
GGAC Axl 5K.png
GGXXACPR Axl 5K-Hitbox.png


Axl's jab. It's pretty slow, and also you do it with the K button.

  • Decent safe pressure starting tool and poke
  • One of the better normals to use in stagger pressure and tick throws
  • Gatlings into 5P, which helps a lot with air pickups when the opponent is close to the ground
  • Moves Axl's low hurtbox backward, allowing it to avoid low pokes when properly spaced.
  • This is your fastest normal, but it's too slow to escape perfect tick throws, which makes Axl particularly vulnerable to them.

Gatling Options: 5P,2P,6P,3P,c.S,f.S,2S,5H,2H,5D,2D

c.S
GGAC Axl cS.png
GGXXACPR Axl cS-1-Hitbox.png

Frames 8-10

GGXXACPR Axl cS-2-Hitbox.png

Frames 11-12

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 8 6 10 +1 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Axl cS.png
GGXXACPR Axl cS-1-Hitbox.pngGGXXACPR Axl cS-2-Hitbox.png
Frames 8-9 • Frames 10-13


A good move for throw option selects and combo filler.

  • jump cancelable.
  • +1 on block, making it especially good to option select with throw.

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
GGAC Axl fS.png
GGXXACPR Axl fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 Mid 9 5 19 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl fS.png
Left hook
GGXXACPR Axl fS-Hitbox.png
•Staggers opponent on ground CH (max 35F)
•In CH state for first 3 recovery frames


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.

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
GGAC Axl 5H.png
Totally not an overhead
GGXXACPR Axl 5H-1-Hitbox.png

Frames 16-17

GGXXACPR Axl 5H-2-Hitbox.png

Frames 18-19

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 16 4 17 -2 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Axl 5H.png
GGXXACPR Axl 5H-1-Hitbox.pngGGXXACPR Axl 5H-2-Hitbox.png
Frames 16-17 • Frames 18-19
•Groundbounces on CH (untechable for 34F)


5H is mostly combo or blockstring filler, but has some useful properties.

  • Bounces on counterhit, making it rewarding in frametraps.
  • 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
  • Raises guardbar by 20 points

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
GGAC Axl 5D.png
GGXXACPR Axl 5D-1-Hitbox.png

Frames 28-30

GGXXACPR Axl 5D-2-Hitbox.png

Frames 31-33

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High 28 6 15 -4 4 11 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 17~27F Foot R 16 Launch 48 16 14
GGAC Axl 5D.png
GGXXACPR Axl 5D-1-Hitbox.pngGGXXACPR Axl 5D-2-Hitbox.png
Frames 28-30 • Frames 31-33


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
GGAC Axl 6P.png
GGXXACPR Axl 6P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 9 2 17 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~10F Upper Body SJR 13 14 14 13
GGAC Axl 6P.png
GGXXACPR Axl 6P-Hitbox.png
•Blows back opponent on aerial hit
•Floats and blows back opponent on CH


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
GGAC Axl 6K.png
Prepare the Surface-to-Air Missile
GGXXACPR Axl 6K-1-Hitbox.png

1st Hit (Frame 13)
2nd Hit (Frames 26-27)

GGXXACPR Axl 6K-2-Hitbox.png

1st Hit (Frame 14)
2nd Hit (Frames 24-25)

GGXXACPR Axl 6K-3-Hitbox.png

1st Hit (Frame 15)
2nd Hit (Frames 22-23)

GGXXACPR Axl 6K-4-Hitbox.png

1st Hit (Frame 16)
2nd Hit (Frames 20-21)

GGXXACPR Axl 6K-5-Hitbox.png

1st Hit (Frame 17)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K


6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28, 22 Mid 13 [17] 5(2)8 19 -9 4, 3 14, 10 4, 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 16, 13 17, 14 16, 14 14, 13
GGAC Axl 6K.png
Prepare the Surface-to-Air Missile
GGXXACPR Axl 6K-1-Hitbox.pngGGXXACPR Axl 6K-2-Hitbox.pngGGXXACPR Axl 6K-3-Hitbox.pngGGXXACPR Axl 6K-4-Hitbox.pngGGXXACPR Axl 6K-5-Hitbox.png
1st hit (Frame 13)
2nd hit (Frames 26-27) • 1st hit (Frame 14)
2nd hit (Frames 24-25) • 1st hit (Frame 15)
2nd hit (Frames 22-23) • 1st hit (Frame 16)
2nd hit (Frames 20-21) • 1st hit (Frame 17)
•In CH state for first 3 recovery frames
6[K]


6[K]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 13 5 29 -17 4 14 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Axl 6K.png
GGXXACPR Axl 6K-1-Hitbox.pngGGXXACPR Axl 6K-2-Hitbox.pngGGXXACPR Axl 6K-3-Hitbox.pngGGXXACPR Axl 6K-4-Hitbox.pngGGXXACPR Axl 6K-5-Hitbox.png
•Blows back opponent on aerial CH (untechable for 64F)
•In CH state for first 13 recovery frames

Long range chain, hits between the angles of 5P and 2S. This move serves two main purposes

The first is to use this as necessary combo filler after anti-airing with 5P when they are too far away to go right into 2S.

The second is doing it after a faked Rashou Sen to catch them trying to jump from fear of a real one. Just be sure they actually jumped or you could be in trouble for whiffing this move!

Its also a long range anti-air that can catch people trying to jump, but it has a lot of cooldown, so its only recommended for this as a last resort when other anti-airs will miss. (5P is a better for catching jumps)

Like most button hold versions of Axl's chains, 6[K] ruins combos and is more in the negative on block than the normal version.

You can get a combo directly from an anti-air 6K, but only with TK FB Bomber, j.K, or j.6P

Can chain back and forth with 2S to force an aerial opponent to spend a ton of meter FDing or catch them trying to tech

All of Axl's long range chains have a hurtbox and this is no exception. Don't stick a fork in the electrical socket.

Gatling Options: 2S,6H

6H
GGAC Axl 6H.png
GGXXACPR Axl 6H-1-Hitbox.png

Frames 23-28

GGXXACPR Axl 6H-2-Hitbox.png

Frames 29-31

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46 High/Air 23 9 9 after landing +1 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% R 18 19 24 15
GGAC Axl 6H.png
The Great British Pressure Reset
GGXXACPR Axl 6H-1-Hitbox.pngGGXXACPR Axl 6H-2-Hitbox.png
Frames 23-26 • Frames 27-31
•Axl is airborne 11~31F, not in CH state during 1~10F
•Hits crouching opponents on 27F (tested on Sol)
•In crouching state during recovery when gatling'd from crouching normal


A leaping overhead with long startup and active frames.

  • Safest to do after 5H, but c.S and 3P are also good choices.
  • Airborne between frames 11 and 31, so it can beat most low-hitting attacks if you read them correctly.
  • If 6H lands as an anti-air, it can usually confirm into a combo
  • Hitting 6H late as meaty on wake-up gives you a big frame advantage, but can be reacted to with invuln reversals
  • Decent untech time, used for higher-damage air combo extensions
  • A great move to RC for pressure/combo extension
  • 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. It will occasionally hit them as a cross-up (especially against Faust), but it's not very reliable

2P
GGAC Axl 2P.png
GGXXACPR Axl 2P-1-Hitbox.png

1st Hit (Frame 12),
2nd Hit (Frames 25-26)

GGXXACPR Axl 2P-2-Hitbox.png

1st Hit (Frame 13),
2nd Hit (Frames 23-24)

GGXXACPR Axl 2P-3-Hitbox.png

1st Hit (Frame 14),
2nd Hit (Frames 21-22)

GGXXACPR Axl 2P-4-Hitbox.png

1st Hit (Frame 15),
2nd Hit (Frames 19-20)

GGXXACPR Axl 2P-5-Hitbox.png

Frame 16

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P


2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22, 18 Low, Mid 12 [16] 5(2)8 10 -4 2 5, 6 4×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SR 11 12 12 12
GGAC Axl 2P.png
GGXXACPR Axl 2P-1-Hitbox.pngGGXXACPR Axl 2P-2-Hitbox.pngGGXXACPR Axl 2P-3-Hitbox.pngGGXXACPR Axl 2P-4-Hitbox.pngGGXXACPR Axl 2P-5-Hitbox.png
1st hit (Frame 12)
2nd hit (Frames 25-26) • 1st hit (Frame 13)
2nd hit (Frames 23-24) • 1st hit (Frame 14)
2nd hit (Frames 21-22) • 1st hit (Frame 15)
2nd hit (Frames 19-20) • 1st hit (Frame 16)
•2nd hit pulls opponent in on hit or block
2[P]


2[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 Low 12 5 20 -13 2 5 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SR 11 12 12 12
GGAC Axl 2P.png
GGXXACPR Axl 2P-1-Hitbox.pngGGXXACPR Axl 2P-2-Hitbox.pngGGXXACPR Axl 2P-3-Hitbox.pngGGXXACPR Axl 2P-4-Hitbox.pngGGXXACPR Axl 2P-5-Hitbox.png
•Axl is in CH state during move

Like 5P, but lower

  • Extends faster than 2H, but generally a weaker low poke option
  • Great for extending pressure with f.S and 6H gatlings, and is special-cancellable to boot
  • Really bad hurtbox, so not very useful for neutral (Many 2Ps, 6Ps, and anything low profile will beat it clean from almost max range)
  • Vacuum effect can make a Raei Sageki very ambiguous (but unsafe)

Gatling Options: f.S,6H

2K
GGAC Axl 2K.png
GGXXACPR Axl 2K-1-Hitbox.png

Frames 7-9

GGXXACPR Axl 2K-2-Hitbox.png

Frames 10-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 Low 7 5 6 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% 3~15F Low Profile SR 9 10 10 11
GGAC Axl 2K.png
It looks like he does the trollface
GGXXACPR Axl 2K-1-Hitbox.pngGGXXACPR Axl 2K-2-Hitbox.png
Frames 7-9 • Frames 10-11


They call him Axl Low for a reason

  • Axl's fastest low
  • Decent for tick throws, especially with sliding momentum
  • Incredibly low-profile, will duck many projectiles and falling air normals

Gatling Options: c.S,f.S,2S,2H,5D,2D

2S
GGAC Axl 2S.png
GGXXACPR Axl 2S-1-Hitbox.png

1st Hit (Frames 8-9)

GGXXACPR Axl 2S-2-Hitbox.png

1st Hit (Frames 10-11)

GGXXACPR Axl 2S-3-Hitbox.png

1st Hit (Frames 12-13)

GGXXACPR Axl 2S-4-Hitbox.png

1st Hit (Frames 14-15)

GGXXACPR Axl 2S-5-Hitbox.png

1st Hit (Frame 16)

GGXXACPR Axl 2S-6-Hitbox.png

2nd Hit (Frames 17-18)

GGXXACPR Axl 2S-7-Hitbox.png

1st Hit (Frames 19-20)

GGXXACPR Axl 2S-8-Hitbox.png

1st Hit (Frames 21-22)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S


2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28, 22 Mid 8 [17] 9,6 12 -2 3, 2 10, 6 5, 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SJR 13, 11 14, 12 14, 20 13, 12
GGAC Axl 2S.png
No, you can't jump there either
GGXXACPR Axl 2S-1-Hitbox.pngGGXXACPR Axl 2S-2-Hitbox.pngGGXXACPR Axl 2S-3-Hitbox.pngGGXXACPR Axl 2S-4-Hitbox.pngGGXXACPR Axl 2S-5-Hitbox.pngGGXXACPR Axl 2S-6-Hitbox.pngGGXXACPR Axl 2S-7-Hitbox.pngGGXXACPR Axl 2S-8-Hitbox.png
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•2nd hit pulls opponent in on hit
•In CH state for first 4 recovery frames
2[S]


2[S]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 8 15 12 -13 3 10 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SJR 13 14 14 13
GGAC Axl 2S.png
GGXXACPR Axl 2S-1-Hitbox.pngGGXXACPR Axl 2S-2-Hitbox.pngGGXXACPR Axl 2S-3-Hitbox.pngGGXXACPR Axl 2S-4-Hitbox.pngGGXXACPR Axl 2S-5-Hitbox.pngGGXXACPR Axl 2S-6-Hitbox.pngGGXXACPR Axl 2S-7-Hitbox.pngGGXXACPR Axl 2S-8-Hitbox.png
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•Untechable for 20F if it hits from 10F Active frames and onwards
•In CH state for first 4 recovery frames

The god anti-air

  • Huge upward range and decent horizontal coverage, plus a crouching hurtbox. This is what Axl has instead of a 6P
  • 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
  • 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)

Gatling Options: 6K

2H
GGAC Axl 2H.png
GGXXACPR Axl 2H-1-Hitbox.png

1st Hit (Frames 11-12)
2nd Hit (Frames 23-24)

GGXXACPR Axl 2H-2-Hitbox.png

1st Hit (Frames 13-14)
2nd Hit (Frames 21-22)

GGXXACPR Axl 2H-3-Hitbox.png

1st Hit (Frames 15-16)
2nd Hit (Frames 19-20)

GGXXACPR Axl 2H-4-Hitbox.png

1st Hit (Frames 17-18)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H


2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 20 Low 11 [17] 8,6 16 -5 4 11×2 4, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 RF 16 Stagger 45, Stagger 35 16 14 11~12F
GGAC Axl 2H.png
GGXXACPR Axl 2H-1-Hitbox.pngGGXXACPR Axl 2H-2-Hitbox.pngGGXXACPR Axl 2H-3-Hitbox.pngGGXXACPR Axl 2H-4-Hitbox.png
1st hit (Frames 11-12)
2nd hit (Frames 23-24) • 1st hit (Frames 13-14)
2nd hit (Frames 21-22) • 1st hit (Frames 15-16)
2nd hit (Frames 19-20) • 1st hit (Frames 17-18)
•2nd hit pulls opponent in on hit or block
•First hit staggers for max 45F on normal hit and second one for max 35F on normal hit
2[H]


2[H]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 11 14 16 -13 4 11 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 16 Stagger 45 16 14 11~12F
GGAC Axl 2H.png
GGXXACPR Axl 2H-1-Hitbox.pngGGXXACPR Axl 2H-2-Hitbox.pngGGXXACPR Axl 2H-3-Hitbox.pngGGXXACPR Axl 2H-4-Hitbox.png
•Axl is in CH state during move

Big scary low hooks

  • Huge range low that pulls in a decent amount
  • Not special-cancellable, but gatlings into both 6H and 5D, as well as 2D, meaning that your opponent is in a (kinda slow) mixup situation after blocking it
  • Great for pulling the opponent close enough to launch for a combo
  • FRC point can save you from a whiff punish or sometimes extend pressure
  • Staggers on hit, so can sometimes combo into throw if the opponent isn't fast enough
  • Decently disjointed at the tip, so it clashes with several DPs if spaced well

Gatling Options: 6H,5D,2D

3P
3P
GGAC Axl 3P.png
GGXXACPR Axl 3P-1-Hitbox.png

1st/2nd Hit
(Frames 11-14, 17-18)

GGXXACPR Axl 3P-2-Hitbox.png

Frame 19

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
3P


3P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24, 11 Low, Mid 11 4(2)3 7 +2 2 5, 6 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 11 12 12 12
GGAC Axl 3P.png
GGXXACPR Axl 3P-1-Hitbox.pngGGXXACPR Axl 3P-2-Hitbox.png
1st/2nd hit
(Frames 11-14, 17-18) • Frame 19
•In CH state for first 3 recovery frames
  • One of Axl's best okizemes (see here for in-depth coverage of 3P as okizeme )
  • His only chain move without a hurtbox on the chain. Only the Axl sprite itself can be hit during this move.
  • Slow at neutral, but a great pressure starter if it connects

When used to start a blockstring at neutral, 3P offers simple high/low/crossup(S Raei Sageki)/Rahou Sen mixup, or frame trap/throw if you choose.

Gatling Options: f.S,2S,5H,2H,6H,5D,2D

3[P]


3[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Low 11 4 12 -4 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 11 12 12 12
GGAC Axl 3P.png
GGXXACPR Axl 3P-1-Hitbox.png
•Launches and knocks down opponent on ground CH
•In crouching state during move
•In CH state for first 8 recovery frames

Don't trip.

  • Confirm, or at least a knockdown, on counter

One of the few instances where holding the button is often worth it. On counterhit, the first hit will pop the opponent into the air and the second hit will screw up your intended confirm, so if you can predict you're going to stuff something, you can give yourself more time to confirm by holding the button, and go into 2S or 5H, instead of unintentionally letting the opponent air-tech away. The 3[P] counterhit can also be used to fish for a knockdown at neutral.

2D
GGAC Axl 2D.png
GGXXACPR Axl 2D-1-Hitbox.png

Frames 9-10

GGXXACPR Axl 2D-2-Hitbox.png

Frames 11-13

GGXXACPR Axl 2D-3-Hitbox.png

Frames 14-15

GGXXACPR Axl 2D-4-Hitbox.png

Frames 16-18

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 9 10 12 -8 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Down 14 14
GGAC Axl 2D.png
GGXXACPR Axl 2D-1-Hitbox.pngGGXXACPR Axl 2D-2-Hitbox.pngGGXXACPR Axl 2D-3-Hitbox.pngGGXXACPR Axl 2D-4-Hitbox.png
Frames 9-10 • Frames 11-13 • Frames 14-15 • Frames 16-18


Sweep the leg

  • Axl's sweep has more range than most
  • Good low mixup late in your strings
  • One of the easiest confirms into rensen in most situations

Air Normals

j.P
GGAC Axl jP.png
GGXXACPR Axl jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 7 4 9 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Axl jP.png
The only punch..kinda...not really....
GGXXACPR Axl jP-Hitbox.png


Axl's only actual jab

  • Useful for air tick throws and blockstrings
  • Occasionally helps with spacing in air combos
  • Can gatling from j.S to preserve counterhits and avoid projectiles and guard counters trying to hit the j.S hurtbox
  • Often used falling as a relatively safe jump-in that can lead to j.K for a second overhead

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
GGAC Axl jK.png
GGXXACPR Axl jK-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 8 8 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 20 13
GGAC Axl jK.png
GGXXACPR Axl jK-Hitbox.png
•Blows back opponent on air hit


The Boot

  • Surprisingly long reach, great air-to-air tool
  • Untechable forever and ever on air counterhit, often long enough to land and pick up a combo
  • One of your fastest rising normals, and crucial for picking up air combos from weird spacing
  • Good for option selecting with airthrow

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
GGAC Axl jS.png
GGXXACPR Axl jS-1-Hitbox.png

1st Hit (Frame 11)
2nd Hit (Frames 23-25)

GGXXACPR Axl jS-2-Hitbox.png

1st Hit (Frame 12)
2nd Hit (Frames 20-22)

GGXXACPR Axl jS-3-Hitbox.png

1st Hit (Frame 13)
2nd Hit (Frames 17-19)

GGXXACPR Axl jS-4-Hitbox.png

1st Hit (Frames 14-15)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S


j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23, 16 High/Air, All 11 [15] 5(2)9 9 3 8, 10 4, 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 13 14 14 13
GGAC Axl jS.png
GGXXACPR Axl jS-1-Hitbox.pngGGXXACPR Axl jS-2-Hitbox.pngGGXXACPR Axl jS-3-Hitbox.pngGGXXACPR Axl jS-4-Hitbox.png
1st hit (Frame 11)
2nd hit (Frames 23-25) • 1st hit (Frame 12)
2nd hit (Frames 20-22) • 1st hit (Frame 13)
2nd hit (Frames 17-19) • 1st hit (Frames 14-15)
•2nd hit pulls in opponent on hit or block
j.[S]


j.[S]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23 High/Air 11 5 20 3 8 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl jS.png
GGXXACPR Axl jS-1-Hitbox.pngGGXXACPR Axl jS-2-Hitbox.pngGGXXACPR Axl jS-3-Hitbox.pngGGXXACPR Axl jS-4-Hitbox.png
•Axl is in CH state during move

Sky hooks

  • Long-range downward overhead
  • Great for disrupting attempts to zone
  • Situational combo extender in the air
  • Can reverse-gatling into j.P to be safer from guard counters and projectiles on block
  • The highest-range safe jump normal in the game

Gatling Options: j.P,j.6P,j.H

j.H
GGAC Axl jH.png
GGXXACPR Axl jH-1-Hitbox.png

Frames 10-12

GGXXACPR Axl jH-2-Hitbox.png

Frames 13-15

GGXXACPR Axl jH-3-Hitbox.png

Frames 16-18

GGXXACPR Axl jH-4-Hitbox.png

Frames 19-21

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 High/Air 10 12 9 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl jH.png
GGXXACPR Axl jH-1-Hitbox.pngGGXXACPR Axl jH-2-Hitbox.pngGGXXACPR Axl jH-3-Hitbox.pngGGXXACPR Axl jH-4-Hitbox.png
Frames 10-12 • Frames 13-15 • Frames 16-18 • Frames 19-21


Ignorant air button

  • Hits in a circle all around Axl's body
  • Great for adding blockstun to air strings
  • IAD j.H is useful as a burst-safe extender after a launch
  • Adds a lot of the damage in Axl's air combos
  • The best and often the only option to catch low-profile moves while falling

Gatling Options: j.D

j.D
GGAC Axl jD.png
YAHOO
GGXXACPR Axl jD-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 10 6 18+5 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 20 13
GGAC Axl jD.png
YAHOO
GGXXACPR Axl jD-Hitbox.png
•Blows back opponent on hit


The drop kick

  • Decent-range overhead
  • Launches and is very untechable, use it to convert air-to-ground hits
  • Primary combo filler for bomber loops, as it's the highest-damage air normal that combos into regular Axl Bomber
  • Can possibly make their burst whiff, if done from low altitude and at max range
j.6P
GGAC Axl j6P.png
Yes, that hitbox is real
GGXXACPR Axl j6P-1-Hitbox.png

1st Hit (Frame 7)

GGXXACPR Axl j6P-2-Hitbox.png

1st Hit (Frame 8)

GGXXACPR Axl j6P-3-Hitbox.png

1st Hit (Frames 9-10) 2nd Hit (Frame 17)

GGXXACPR Axl j6P-4-Hitbox.png

1st Hit (Frame 11) 2nd Hit (Frames 15-16)

GGXXACPR Axl j6P-5-Hitbox.png

1st Hit (Frame 12)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.6P


j.6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17, 11 High/Air 7 [12] 6(2)3 14 3 8×2 4, 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 13 14 14 13
GGAC Axl j6P.png
GGXXACPR Axl j6P-1-Hitbox.pngGGXXACPR Axl j6P-2-Hitbox.pngGGXXACPR Axl j6P-3-Hitbox.pngGGXXACPR Axl j6P-4-Hitbox.pngGGXXACPR Axl j6P-5-Hitbox.png
1st hit (Frame 7) • 1st hit (Frame 8) • 1st hit (Frames 9-10)
2nd hit (Frame 17) • 1st hit (Frame 11)
2nd hit (Frames 15-16) • 1st hit (Frame 12)
•2nd hit pulls opponent in on hit or block
j.6[P]


j.6[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17 High/Air 7 6 19 3 6 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl j6P.png
GGXXACPR Axl j6P-1-Hitbox.pngGGXXACPR Axl j6P-2-Hitbox.pngGGXXACPR Axl j6P-3-Hitbox.pngGGXXACPR Axl j6P-4-Hitbox.pngGGXXACPR Axl j6P-5-Hitbox.png

5P, but in the air

  • Very fast and not a lot of pushback, often essential for midscreen FB Axl Bomber extensions
  • Great rising air normal for anti-airing where 6K won't reach
  • Gatlings from j.S to add another long-range overhead to a blocked approach
  • Generally a pretty good air-to-air poke

Universal Mechanics

Ground Throw
GGAC Axl throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 45 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down + GBounce
GGAC Axl throw.png
•Sends opponent on opposite side of throw direction


  • Puts the opponent opposite the direction you threw them (forward throw puts them behind Axl, back throw puts them in front)
  • Best move to option select with is c.S
  • link into 5P, 6K, or microdash > 5k to confirm into a combo
  • Throw > Rensen Geki or Throw > FB Kyokusa Geki are burst safe kills

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
GGAC Axl airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Axl airThrow.png
•Sends opponent on opposite side of throw direction


An average, but useful airthrow. Grants an oki.

  • If you know you can't end a bomber loop in knockdown, watch for your chance to tech trap them with an airthrow and put them back in the corner
  • Best move to option select with is j.K, but j.H works too
Dead Angle Attack
GGAC Axl 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 17 4 8 +2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~20F All
21~24F Throw
25~28F Upper Body
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Axl 6P.png
This WILL whiff and you WILL regret it
GGXXACPR Axl 6P-Hitbox.png


Not very good, but one of Axl's few ways to defend himself

  • Very easy to low profile
  • +2 on block

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
GGAC Axl BentenGari.png
"Benten's reap"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


623S
S Benten Gari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46 Mid 4 4 31 -18 4 14 19
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/4.80 90% 1~4F Above Feet
1~6F Throw
RF 16 Launch 28 16 14 6~8F
GGAC Axl BentenGari.png
"Benten Reaper"
GGACR Axl 623S Hitbox 1.pngGGACR Axl 623S Hitbox 2.png
623S (Frames 4-5) • 623S (Frames 6-7)

A fast, throw-invulnerable attack about as big as Axl's body

  • Comes out in 4F, making it Axl's fastest attack
  • Upper-body invuln comparable to some of the better 6Ps in the game
  • Good as a combo starter, launches and has an FRC point after the hit
  • Sometimes trades with overheads, and can allow a meterless air conversion in this situation
  • While not a real invincible DP, this is your go-to, fast, throw-invulnerable move that can potentially get the opponent off of you.
  • Invuln is only above the knees, so S Benten may trade or lose to some low profile moves

Due to hitstop, this move's FRC has a hit and a whiff timing. It costs more meter, but you can opt to go for the whiff timing to make sure you either RC or FRC either way.

Its risky due to not being a real DP, but the partial invul allows S Benten RC/FRC to used as a frame trap.

S Benten RC/FRC is a viable way to continue the combo if you don't have Rensen charged up

Because the FRC point is so early, gatling into S Benten FRC is a way to quickly put Axl back to neutral for safety.

H


623H
H Benten Gari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36, 24 Mid 9 4(4)1(2)1 33 -18 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.75/4.80×2 1~8F Lower Body
9~10F Front Leg
1~10F Throw
R 18 Launch 30 15
GGAC Axl BentenGari.pngGGAC Axl 623H.png
"Benten Reaper"
623H 1st hit is the same as 623S • 623H 2nd hit comes out automatically
GGACR Axl 623H Hitbox 1.pngGGACR Axl 623H Hitbox 2.pngGGACR Axl 623H Hitbox 3.pngGGACR Axl 623H Hitbox 4.png
623H: 1st hit (Frames 9-10) • 623H: 1st hit (Frames 11-12) • 623H: 2nd hit (Frame 17) • 623H: 2nd hit (Frame 19)
•Max 2 hits
•Frame Adv -26 when opponent blocks only first hit
•In CH state 1~25F
•Can cancel into Followup Axl Bomber 31~33F

A low-crushing anti-air with a followup

  • Lower-body invincible and also throw-invuln, so sometimes can be used to beat mixup
  • Situational anti-air, but pretty slow to start up. The extension on the second hit covers a range somewhere in-between 6K and 2S
  • The chain part of this move's hurtbox doesn't go all the way up, so it may beat some things that Axl's other anti-airs lose to.
  • The Axl Bomber followup is untechable for a long time, so this is a good meterless ender for air combos you want to knock the opponent down (This is good for when you don't want to spend meter on a prorated combo from throw or Tenhouseki, or just want to keep your pressure in exchange for doing a bit less damage)

H Benten RC can continue the combo if you don't have Rensen charged up, and raise the opponent's guardbar 40 points, while continuing your pressure if they block.

You can opt to do H Benten at the end of a surface-to-air combo with Axl's long range buttons to get a burst safe kill

Continue to Axl Bomber
H Benten Gari -> 623H
GGAC Axl AxlBomberUp.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623H > 623H
Followup Axl Bomber
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 14 4 45+10 after landing 5 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 R 18 Launch 60 15
GGAC Axl AxlBomberUp.png
GGACR Axl j623D Hitbox.png
•Axl is airborne 4F onwards
•Axl is in CH state until landing
•Can cancel into Kokuu Geki on hit or block 14~25F


Follow-up version of Axl Bomber

  • The followups can be done even on whiff
  • Untechable for a long time, so this is a good way to end a combo in knockdown
Continue to Kokuu Geki
H Benten Gari -> 623H -> 63214S
GGAC Axl KokuuGeki.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.63214S
Kokuu Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 7 19 Until Landing+12 5 20 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 F 18 Launch 40 15 32~34F
GGAC Axl KokuuGeki.png
"Empty Air Strike"
GGACR Axl j63214S Hitbox.png
Hitbox stays just outside of green effects
•Has minimum height requirement
•In CH state 1~43F


Further followup from Axl Bomber continuation

  • Also allowed on whiff
  • Still has the FRC point, so can be used to be safer on a whiffed or blocked H Bentengari
  • Situational combo extender, but you usually want to take the knockdown
Rensen Geki
[4]6S
GGAC Axl Rensen.png
"Flashing Sickle Beat"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6S
Rensen Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 Mid 12 1×12 39 -15 5 6×3 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20×3 F 18 Launch 36 15 15~16F
GGAC Axl Rensen.png
"Sickle Flash Strike"
GGACR Axl 46S Hitbox.png
First active is inside Axl
•Axl is in CH state 1~40F
•Can cancel into Kyokusa Geki or Sensa Geki on 41F
•Must charge back for at least 30F to perform Rensen Geki
•Max 3 hits
•Projectile, disappears if Axl gets hit


Fast projectile that hits near the ground. One of Axl's most important tools.

  • Axl's farthest reaching attack
  • Hard knockdown most of the time, good for ending ground strings
  • Considered a projectile, and will stuff many other projectiles.
  • Rensen can hit three times, which also means it absorbs up to three hits from another projectile, making it difficult to negate
  • Useful long range bullying tool if used carefully. The threat of Rensen can get people to jump, giving you a chance to anti-air them.
  • Can catch people trying to hit the hurtboxes on long range chain normals.
  • Good chip and OTG damage.
  • Can be followed up with Kyokusa Geki or Sensa Geki from f41~62, so you have significant wiggle room to make it ambiguous.
  • Works as a long range oki if you simply want to reset to long range neutral after a knockdown.
  • The FRC point allows Axl to continue pressure from massive frame advantage and launch from most ground hits.

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
GGAC Axl Kyokusa.png
"Melodic Chain Beat"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6S > 8
Kyokusa Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 Mid 1 12 40 -18 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 18 Launch 41 15
GGAC Axl Kyokusa.png
"Melody Chain Strike"
GGACR Axl 46D Hitbox.png
First and last hitboxes
•Projectile, disappears if Axl gets hit
•No CH state during move


Anti-Air followup to Rensengeki

  • Catch people jumping over Rensen
  • Very untechable on counterhit, but usually not a combo extender
  • Covers a wide arc encompassing most of Axl's normal anti-air range
  • Adds one more projectile hit after the three hits from Rensen, and can still be performed even if Rensen was completely negated.
  • Considered a projectile. Does not have a hurtbox other than Axl's body.
Sensa Geki
Rensen Geki -> 2 or 3
GGAC Axl Sensa.png
"Spinning Chain Beat"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6S > 2
Sensa Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26×5 Low 7 {2(5)}×4,2 17 -5 3 8×5 7×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/2.40×5 R 13 Launch 34 6
GGAC Axl Sensa.png
"Whirling Chain Strike"
GGACR Axl 46S2 Hitbox 1.pngGGACR Axl 46S2 Hitbox 2.png
Active frame 1 • Active frame 2


Low followup to Rensengeki

  • Occasionally catches people low, but not much of a mixup because there's no overhead threat
  • Does a lot of chip damage and guardbar (8 points x 5 if they all connect)
  • Great for tacking on damage and ensuring knockdown in the corner
  • Pulls the opponent slightly toward Axl, which can take them out of the corner and allows crossups on oki
  • Safer on block than Rensen, but still dangerous because the opponent can faultless to push themselves out early.
Rashou Sen
[4]6H
GGAC Axl Rashou.png
"Spinning Silk Bell"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Attack
[4]6H


[4]6H
Rashou Sen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
1, 80 Unblockable 27 28 34 5 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20×2 18 Launch Down 15
GGAC Axl Rashou.png
"Silk Bell Whirl"
GGACR Axl 46H Hitbox.png
•Axl is in CH state 1~79F
•2nd hit has Dizzy modifier x0
•Must charge back for at least 30F to perform Rashou Sen
•Can cancel to Rashou Sen Feint 25~27F
•Rashou Sen cannot be performed when the opponent is knocked down or in sliding state

Full screen unblockable

  • Not actually a throw, and so will catch jump startup and other throw-invul actions.
  • Unblockable, but SB-able in the air (Leading to weird janky interactions)
  • Not a lot of damage, but an essential tool for forcing people to jump
  • Much of the startup is low-profile
  • 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
Feint
Rashou Sen -> P


[4]6H > P
Rashou Sen Feint
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Axl Rashou.png
•Fastest possible Feint is 36F

Fake it 'til you make it

  • People get afraid of rashousen. If they jump and you feint, they're often in your optimal anti-air range
Tenhou Seki
214P/K
GGAC Axl TenhouSekiP.png
"Heaven Freeing Gem"
GGAC Axl TenhouSekiK.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


214P
P Tenhou Seki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Total 31 5 12, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.90 Forced 65% 4~17F Catch High Launch Down 15
GGAC Axl TenhouSekiP.png
GGACR Axl 214P Hitbox.png
P
•Cannot counter projectiles

High/Mid counter

  • Comes online in 4F, counters from f4~17
  • Traps any high/mid attacks, but not projectiles. Also works on crossups.
  • Due to Tenhou Seki's fast startup, you can counter a lot of slower moves on reaction.
  • Taking a hit during the active frames of Tenhouseki causes an invulnerable throw animation that crosses the screen and hits the opponent no matter what. Useful for dealing with crowded screens if you can bait a hit.
  • Allows a full air combo, but it's scaled to 65%
  • Since the activation is essentially a guaranteed throw, it doesn't matter how many hits the opponent's attack has or if it's invincible. Great for catching reversals.

Works on Johnny's Mist Finer, even during Bacchus Sigh.

K


214K
K Tenhou Seki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Total 31 5 12, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.90 Forced 65% 4~17F Catch Low Launch Down 15
GGAC Axl TenhouSekiK.png
"Heaven Freeing Stone"
GGACR Axl 214K Hitbox.png
K
•Cannot counter projectiles
•In crouching state 4~17F

Same as the high version, but only traps low attacks (Not mids)

Hachisubako
623P
GGAC Axl Hachisubako.png
"Beehive Trap"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623P
Hachisubako
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 20 3 22 -11 3 10 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 90% 1~13F High Guardpoint R 13 Launch 25 13
GGAC Axl Hachisubako.png
"Beehive Box"
GGACR Axl 623P Hitbox.png
•Will move during hitstop
•Axl is in CH state 16~22F
•Can cancel into Shiranami no Homura 17~23F


Look ma, I'm Anji

  • Autoguards highs and mids from frame 1
  • Special autoguard state makes Axl ignore hitpause when struck during the autoguard frames
  • Probably Axl's best reversal option
  • This is not a counter: It hits even if not activated, which lets Axl just gorilla through some matchups
S Raiei Sageki
63214S
GGAC Axl RaieiSagekiS.png
"Lightning Chain Beat"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214S
S Raiei Sageki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 High/Air 28 4 13+6 after landing -4 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 90% RF 18 Launch 58 + Slide 45 15 26~28F
GGAC Axl RaieiSagekiS.png
"Thunder Shadow Chain Strike"
GGACR Axl 63214S Hitbox.png
•Axl is airborne 4F onwards


Bandit Bringer, but more angular

  • Jumps forward then hits below Axl
  • Can hit as a crossup or in front, depending on range
  • Doesn't stop momentum, so use it while running for more distance and ambiguity, or to land further past the opponent.
  • Slides the opponent far away from Axl. This sliding state is long enough to pick up a full combo in the corner, but midscreen, it sends the opponent too far to hit with anything but max range rensen (too far to FRC and convert) without the FRC point.

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

  • Mixup: Raei Sageki is already an ambiguous crossup, but the FRC adds another layer. With it, you can hit a different overhead (or two) while falling, or land and do a low or throw. If it's JI'd, you can also mess with timing with another jump, or airdash for another crossup layer with Kokuugeki
  • Movement: Raei Sageki moves forward very quickly, and maintains your running momentum. You can use it a lot like Johnny's Killer Joker Transport FRC.
  • Combo: With the last-frame FRC (Or an RC), the attack will still hit, but Axl will be free to act in the air. This allows a midscreen conversion for considerable damage using airdash-j.H if you JI.
H Raiei Sageki
63214H
GGAC Axl RaieiSagekiH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214H
H Raiei Sageki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 High/Air See notes Until landing 43 3 8×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20×3 Recovery: 1~15F All
Recovery: 16~23F Low Profile
R 13 Launch 35 6
GGAC Axl RaieiSagekiH.png
GGACR Axl 63214H Hitbox.png
•Axl is airborne 7F onwards
•Holding H delays startup (max delayed Startup: 106F)
•Fastest startup to hit standing opponent is 50F (tested on Sol)
•Max 3 hits


I must go, my people need me

  • 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 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
  • 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.
  • The leap upward is very fast, and will dodge a lot of attacks and then punish them
  • Axl's best way of catching opponents who can fly over his grounded AA kit, like Bridget
  • Axl is still considered to have traversed the horizontal space he covers, so this can wipe out a whole forest against Testament
Axl Bomber
j.623H
GGAC Axl AxlBomberDown.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.623H
Axl Bomber
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 17 Until Landing 18 after landing 0 5 20 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 Forced 90% RF 18 Launch 40 + GBounce 15 1~4F after landing
GGAC Axl AxlBomberDown.png
GGACR Axl j623H Hitbox.png


Death from above

  • Axl's primary corner combo tool, floorbounces the opponent while putting Axl back on the ground and is very untechable
  • Stops Axl's momentum, hovers for a bit, then shoots downward, so it can screw with anti-airs and is just a nice movement tool
  • Does a ton of blockstun, so it can do a lot to maintain your pressure if you can get it out. Great way to continue a blockstring from the air
  • FRC point is pretty lenient and happens right as Axl lands (The FRC is actually on the landing recovery of the move). This allows conversions from midscreen, continuing pressure, and just being safer when you whiff
Kokuu Geki
Kokuu Geki
j.63214S
GGAC Axl KokuuGeki.png
"Hollow Sky Beat"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Versatile giant air projectile with a number of applications

  • Stops Axl's air momentum completely, useful for air-to-air spacing
  • This attack can't be blocked normally in the air, so it's a good harassment tool against aerial opponents
  • The FRC allows Axl to continue pressure or combos from the air, and can confirm into a normal air combo on a close hit or on counterhit from most ranges
  • Starts behind Axl in 7 frames, strong as a crossup in okizeme or pressure

Force Breaks

Shiranami no Homura
Hachisubako -> 421D
GGAC Axl Shiranami.png
"White Sea Flame"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623P > 421D
Shiranami no Homura
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×2, 50 Mid×2, All 7+0 9,9(13)4 37 -49 3×2, 4 10×3 10×2, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~6F Strike R 13×2, 14 Launch 60×2, 45 13, 6, 14
GGAC Axl Shiranami.png
"Blaze of the White Waves"
GGACR Axl 421D Hitbox 1.pngGGACR Axl 421D Hitbox 2.pngGGACR Axl 421D Hitbox 3.pngGGACR Axl 421D Hitbox 4.pngGGACR Axl 421D Hitbox 5.pngGGACR Axl 421D Hitbox 6.png
1st hit (Frames 7-12) • 1st hit (Frames 13-15) • 2nd hit (Frames 16-18) • 2nd hit (Frames 19-21) • 2nd hit (Frames 22-24) • 3rd hit (Frames 38-41)
•Will move during hitstop
•In CH state for first 7 recovery frames


Up in flames

  • Can happen extremely quickly out of Hachisubako, including while the opponent is in hitpause from connecting with the autoguard frames
  • Launches the opponent, so it's the easiest and cheapest way to convert from Hachisubako (Which is otherwise nearly impossible)
  • Kinda risky if they can make it whiff, and the combo from it is scaled a bit, so pretty situational overall
FB Axl Bomber
j.623D
GGAC Axl AxlBomberUp.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.623D
FB Axl Bomber
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 9 4 24 5 20 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~5F All
6~20F Throw
R 18 Launch 58 15
GGAC Axl AxlBomberUp.png
Doin' it oldschool
GGACR Axl j623D Hitbox.png
•Axl is in CH state during move


Doin' it oldschool

  • Upward Axl bomber, more like the H Benten followup than the current Axl Bomber
  • Throw-invulnerable, so it can beat airthrow attempts
  • Allows Axl to act afterward, preserving all jump options. FB Bomber can sometimes be used as an additional diagonal forward jump, or to mess with anti-air spacing and timing.
  • Major combo extender and corner carry tool. Will connect off of a ton of different things and following up from it is pretty easy
FB Kyokusa Geki
[4]6D
GGAC Axl Kyokusa.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6D
FB Kyokusa Geki
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
52 Mid 8 12 30 -8 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24 80% 18 Launch 27 15
GGAC Axl Kyokusa.png
For when you can't get the FRC
GGACR Axl 46D Hitbox.png
First and last hitboxes
•Disappears if Axl is hit
•Axl is in CH state 1~29F


What do you mean I didn't rensen?

  • Crazy spacing tool, puts a projectile hitbox at near max Rensen range in 5 frames
  • Covers a huge anti-air arc (along close to tip range of 2P, 5P, 6K, and 2S, but little of the space closer to Axl) very quickly
  • Only comboable on counterhit, but a counterhit allows a full unscaled air conversion
  • Normal hit is just barely techable before you can hit with anything, but usually puts the opponent in the perfect nightmare range for tech traps


Overdrives

Byakue Renshou
2363214H
GGAC Axl Byakue.png
"Hundred Sickles Flare"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2363214H
Byakue Renshou
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50×2, 20×5 Mid 14+1 4,4(19)13 41 -14 5 20×2, 10×5 6×7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~16F All
17~18F Throw
R 18 Launch 60 7×2, 15×5
GGAC Axl Byakue-1.pngGGAC Axl Byakue-2.png
"Hundredfold Sickle Burn"
GGACR Axl 2363214H Hitbox 1.pngGGACR Axl 2363214H Hitbox 2.pngGGACR Axl 2363214H Hitbox 3.png
1st hit (Frames 15-18) • 2nd hit (Frame 19-22) • Second part (max range)
•Axl is in CH state during move
•Spinning part: chip damage x2
•Straight line part: projectile, disappears if Axl gets hit


Sometimes you just need a real DP

  • Axl's only true fully-invulnerable reversal
  • 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
  • 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


Instant Kill

Rensen Ougi: Midare Gami
in IK Mode: 236236H
GGAC Axl IK.png
"Ultimate Flashing Sickle: God of War"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Chains we can believe in

  • Like most IKs, super slow, risky, and not gonna see much play at a high level
  • Active for a long time, and has a huge coverage along the ground, so if you're already in IK mode, you can punish DPs and bursts and stuff pretty pre-emptively


Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/Axl Low/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.