GGACR/Axl Low/EX

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< GGACR‎ | Axl Low


EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.

EX Axl Low is a character that may only seem weaker on paper with not much returns, with his chain normals only being 1-hit and j.6P having nerfed range, but when you look past the surface you find a character better-suited to the zoner archetype than his normal counterpart with increased startup on alot of his chain normals, a new and huge invulnerable anti-air/semi DP in 623S and chargeless Rensengeki. To boost that up, you surprisingly can reach even more explosive returns in damage with the correct routing, making EX Axl fearsome in the right hands

EX Axl Low loses the strong confirm-ability of his chain normals to strengthen them in other ways with generally stronger offense and neutral.

 Axl Low -- Info Needed --

Pros
Cons
  • High(er) Reward: Still as ever-present as his normal counterpart, EX Axl can still crank the guardbar like crazy (although not quite as potent without meter due to 1-hit 3P/2H) and reaps insane benefits, gaining even more damaging confirms from a special cancellable 6H, counters that do 110 base damage(!!?!??!?!?) with potential to score up to 300+. Fearsome.
  • Keepaway: Clashes with his strong damage presence here, but having some faster chain normals and Rensengeki on 214H lends to EX Axl having a stronger long range game.
  • 1-hit Chain Normals: By far his worst loss is losing the vacuum hits of all his chain normals with not all too much in return (some even still have the same startup/recovery barring the second hit), including 3P which has obvious drawbacks like weakening his pressure and making confirms off things like air hit 5P much harder, which is also not helped by having worse gatling tables on them.
  • Worse-ish Defense: Loses autoguard on 623P reverting to it's old catch state and 4-frame Bentensama on 623S for a big anti-air with a pretty weak invul period for DP use. This still comes with it's own benefits and uses and EX Axl still has a lot of tricks up his sleeve however.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 7 [12] 8 14 -10

Faster than it's standard counterpart, but generally weakened due to a worse gatling table.

  • Big untech on air CH.

Gatling Options: 2P, 6K, 2H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6 7 2 12 24

5K

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 6 3 8 +1

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6 7 2 12 12

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 8 6 10 +1

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14 6 4 17 16

f.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 3 22 -11

Gatling Options: 5H, 5D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14
  • Staggers opponent on ground CH (max 35F)
  • In CH state for first 4 recovery frames

5H

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 16 4 17 -2

Gatling Options: 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 19 18

5D

Damage Guard Startup Active Recovery On-Block Invuln
20 High 26 6 15 -4 17~25F Foot
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
11 20 4 Launch 48 16

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 9 2 17 -5 1~10F Upper Body

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 10 7 3 14 14
  • Blows back opponent on aerial hit
  • Floats and blows back opponent on CH

3P

Damage Guard Startup Active Recovery On-Block Invuln
24 Low 11 4 8 +2

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14
  • Launches and knocks down opponent on ground CH
  • In crouching state during move

6K

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 11 [15] 7 23 -13

Gatling Options: {2S, 6H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14 6 4 17 16
  • Blows back opponent on aerial CH (untechable for 64F)

6H

Damage Guard Startup Active Recovery On-Block Invuln
46 High/Air 23 9 9 after landing +1

The moneymaker. Utterly absurd move.

Still an overhead, still plus while also being able to be special cancelled, netting Axl potential 300+ damage on some of the cast on a groundhit into S/H/FB Axl Bomber (or pressure w H Axl Bomber) and giving strong conversions off things like Rensen FRC.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6 5 19 24
  • 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

2P

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 12 [16] 6 18 -12

Gatling Options: 5P, 2H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
5 7 2 12 12

2K

Damage Guard Startup Active Recovery On-Block Invuln
9 Low 7 5 6 -1 3~15F Low Profile

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
70% 3 8 1 10 10

2S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 9 [15] 8 20 -14

Gatling Options: 6K

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Low 11 [17] 8 22 -11

Gatling Options: 6H, 5D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6 5 Stagger 45 18
  • FRC timing 11~12F

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 9 10 12 -8
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Down 14

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 7 4 9

Gatling Options: j.P, j.6P, j.K, j.S, j.H, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.6P

Damage Guard Startup Active Recovery On-Block Invuln
16 7 [10] 6 14

Gatling Options: j.S

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
5 7 2 12 12

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 8 8 12

Gatling Options: j.P, j.6P, j.S, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 20
  • Blows back opponent on air hit

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 9 7 18

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 10 12 9

Gatling Options: j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14

j.D

Damage Guard Startup Active Recovery On-Block Invuln
44 High/Air 10 6 18+5 after landing
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Launch 20
  • Blows back opponent on hit

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
50 45 pixels
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 Down + GBounce
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 17 4 8 +2 1~20F All
21~24F Throw
25~28F Upper Body
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Launch 28 + WBounce 14 + WBounce

Special Moves

S Benten Gari}

623S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 6 1(2)1 25 -10 1~3F All
4~6F Strike
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 30
  • Max 1 hit
  • In CH state 7~14F
  • Can cancel into itself 2 times until end of move on hit or block

H Benten Gari

623H

Damage Guard Startup Active Recovery On-Block Invuln
36, 24 Mid 9 4(4)1(2)1 33 -18 1~8F Lower Body
9~10F Front Leg
1~10F Throw
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×2 6×2 5 Launch 30
  • Max 2 hits
  • Frame Adv -26 when opponent blocks only first hit
  • Axl is in CH state 1~25F
  • Can cancel into Followup Axl Bomber 31~33F

Followup Axl Bomber

623H > 623H

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 14 4 45+10 after landing
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6 5 Launch 60
  • Axl is airborne 4F onwards
  • Axl is in CH state until landing
  • Can cancel into Kokuu Geki on hit or block 14~25F

Kokuu Geki

j.63214S or 623H~623H > j.63214S

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 7 19 Until Landing+12
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 10 5 Launch 40
  • FRC timing 32~34F
  • Has minimum height requirement
  • In CH state 1~43F


Sensa Geki

236S

Damage Guard Startup Active Recovery On-Block Invuln
15×5 Low 14 {2(5)}×4,2 16 -4
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6×5 7×5 3 Launch 20 14

Rensen Geki

214H

Damage Guard Startup Active Recovery On-Block Invuln
20×3 Mid 12 1×12 39 -15
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×3 9×3 5 Launch 36
  • FRC timing 15~16F
  • Axl is in CH state 1~40F
  • Can cancel into Kyokusa Geki on 41F
  • Max 3 hits
  • Projectile, disappears if Axl gets hit

Kyokusa Geki

214H > 8

Damage Guard Startup Active Recovery On-Block Invuln
35 Mid 1 12 35 -13
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 36
  • Projectile, disappears if Axl gets hit
  • No CH state during move

Rashou Sen

[4]6H

Version Damage Guard Startup Active Recovery On-Block Invuln
[4]6H 1, 80 Unblockable 27 16 50
[4]6H &gt; P Total 12
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
[4]6H 6×2 5 Launch Down
[4]6H &gt; P

[4]6H:

  • In CH state 1~46F
  • Dizzy modifier x0
  • Charge time: 30F
  • Can cancel into Rashou Sen Feint 25~27F
  • Rashou Sen cannot be performed when the opponent is knocked down

[4]6H > P:

  • Fastest possible Feint is 36F

Tenhou Seki

214P or 214K

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 110 Total 31 4~17F Catch High
214K 110 Total 31 4~17F Catch Low

Near identical to the normal version, if not for the fact the initial hit does near twice the base damage now (at an insane 110 base damage on both versions) and the forced proration is completely absent, leading to this being significantly stronger off threat alone.

Genuinely one of EX Axl's strongest starters, with basic meterless confirms leading to near 200, and metered confirms leading to 300+ damage all because you threw out a 4 frame parry. Insane and one of the most abusable aspects of this character.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
214P 12, 6 5 Launch Down
214K 12, 6 5 Launch Down

214P:

  • Cannot counter projectiles

214K:

  • Cannot counter projectiles
  • In crouching state 4~17F

Hachisubako

623P

Damage Guard Startup Active Recovery On-Block Invuln
30 All [Air FD] 26 [16] 3 27 -11 2~9F Guard High [1~15F Strike]
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 25
  • Will move during hitstop
  • Data in [] is when guard was triggered
  • Wallbounces on CH
  • Can cancel into followup 2~19F after catch or 26F onwards on hit or block

Raiei Sageki

j.623K

Damage Guard Startup Active Recovery On-Block Invuln
20×3 High/Air 19 Until landing 43 Recovery: 1~15F All
Recovery: 16~23F Low Profile
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6×3 7×3 3 Launch 50
  • FRC timing 1~3F after landing

Axl Bomber

j.623S or j.623H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.623S 60 All 9 4 Until landing+11
j.623H 60 High/Air 17 Until landing 18 after landing
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
j.623S 20 9 5 Launch 60
j.623H Forced 90% 15 10 5 Launch 40 + GBounce

j.623S:

  • Axl is in CH state until landing

j.623H:

Force Breaks

Dototsu

236D

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 6 15 12 -8 6~20F Low Profile
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 30 5 Launch 48 18
  • Cancellable into Homing Jump on ground hit

FB Axl Bomber

j.623D

Damage Guard Startup Active Recovery On-Block Invuln
60 All 9 4 24 1~5F All
6~20F Throw
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 9 5 Launch 58
  • Axl is in CH state during move

Overdrives

Byakue Renshou

2363214H

Damage Guard Startup Active Recovery On-Block Invuln
60×3 Mid 14+1 4,4(17)4 56+18 after landing -59 1~18F All
19~26F Strike
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×3 6×3 5 Launch 60
  • Axl is airborne 36F onwards

Yousou Renzan

2363214K

Damage Guard Startup Active Recovery On-Block Invuln
24×5, 40 Mid 7+5~20 1(4)2(4)1(9)2(5)3(4)15 12 -8 3~14F Strike
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×5, 20 7×5, 20 3×5, 5 14×5, Launch 48 14×5, 18
  • If Axl fails to make contact with the opponent, the total length of the move is 34F
  • Last hit is cancellable into Homing Jump on ground hit

Shiranami no Homura

623P > 421P

Damage Guard Startup Active Recovery On-Block Invuln
30×2, 50 Mid 7+8 9,9(13)4 37 -49 1~14F Strike
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3×2, 4 60×2, 120
  • In CH state for first 7 recovery frames

Instant Kill

Rensen Ougi: Midare Gami

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 13+15 37 3 -6 13~18F Strike
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 5
  • IK Mode activation: 90F

Navigation

To edit frame data, go to GGACR/Axl Low/EX/Data