Axl is a British goofball who has easily the worst tools in the game. If you're planning to play GGML for any reason, you should never select Axl. His hitboxes are terrible, his combo options are stiff and clunky, his damage is poor, he has nothing to abuse, and he is remarkably incomplete. Even if you banned CC infinites, super spam and/or Justice, Axl is still a nonfunctional character who should be avoided. If you are looking to play a character with large normals and tools, consider playing Dr Baldhead, Kliff, or Justice instead. If you're simply looking for a zoner, pick Millia. Otherwise, pick anyone else. What you're seeing here may as well be a joke character.
It's rare that the Dustloop Wiki will say this about a character in their overview, but that's just it. Axl is that bad. Don't even bother.
Axl Axl is an incomplete character with "far-range" normals among some gimmicks like Raiei, a parry, and an interesting tick throw setup.
- Jorts
- Can't Charge: Being unable to Charge means that Axl misses out on Charge Cancels, which are what allow most characters in GGML to perform infinite combos.
- Broken Supers: Neither of Axl's supers actually combo with themselves; opponents simply fall out of them and can block and punish the rest.
- Finnicky Buttons: Axl's normals are somewhat cumbersome and can be difficult to chain into each other for even modest combos. To compound this problem, they aren't particularly great on defense either due to awkward speed and range issues.
- Air Buttons: Axl's air buttons are lacking. j.P, j.K, and j.S all cover similar angles, but all have poor range. j.H is almost a great button, but has an enormous dead zone between him and the Kusarigama's head.
- Mix-Less: Although not terribly uncommon, Axl's dust is not an overhead. Pair that with his air normals being poor for mixups, and you get a character who has a really hard time enforcing high/low mix.
- Honest in a Dishonest Game: Missing Link is a grimy game, and that's no secret. If a character isn't explicitly disgusting in some way they are going to get eaten because most of the cast are monsters.
- Sprites Try To Look Tough: but it's still Axl, even in GG1.
Axl | |
---|---|
Defense | |
100%Raw Value: 10 | |
Jump Startup | |
3f | |
Backdash | |
22f | |
Meter Gain Mod | |
120%Raw Value: 12 | |
Charge Time | |
N/A | |
Forward Walk Speed | |
100%Raw Value: 768 | |
Backward Walk Speed | |
96%Raw Value: 563 | |
Dizzy Resistance | |
83%Raw Value: 25 | |
Fastest Attack | |
Reversals | |
Normals
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 5 | 10 | 15 | -15 | -5 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Overhead | 12 | 16 | 9 | -3 | +3 | none |
A gap closing button for a zoning character.
- Axl lunges forwards during the kick
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 8 | 11 | 11 | -2 | -2 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 12 | 8 | 20 | -8 | -8 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
17 | All | 6 | 12 | 10 | +8 | +12 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 7 | 17 | 11 | -19 | -18 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | Overhead | 7 | 33 | 7 | -13 | -8 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 5 | 11 | 13 | -16 | -5 | none |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Mid | 9 | 13 | 14 | -13 | none |
Axl's air unblockable anti-air. Why they chose this to the the one is beyond me.
- Air Unblockable
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Low | 4 | 4(4)4(4)4 | 13 | KD | none |
- You tell me what this animation is supposed to be
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12x3 | Low | 12 | 8(3)8 | 31 | Strike 19~22, 31~34 |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 8 | 8 | 4 | Full 5~7 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Overhead | 7 | 10 | 8 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | Overhead | 6 | 3 | 13 | none |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Overhead | 5 | 24 | 1 | none |
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | All | 3 | 8(19)9(12)6 | 9 | none |
- Whiffs on some crouchers
- Also not an overhead
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | KD | N/A |
Standard Guilty Gear throw.
- Side Switches on hit
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 22 | until contact | 10 | KD |
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Specials
Rensen Geki
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 16 | 13 | 42 | KD | Strike 63~70 |
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Rensen Geki -> 8H
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Mid | 8 | 19 | 18 | Upper Body 8~11; Strike 40~45 |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
All | 5 | 33 | 16 | KD | Anji 6P shaped 5~38 |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
28 | Overhead | 63 | 15 | 47 | KD | Gone 20~62; Strike 103~114 |
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Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 16 | 8 | 5 | Strike 1~3,6~15,24~28 |
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Yousou Renzan
Byakue Renshou
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
50,7x2 | All | 6 | 20(21)50 | 3 | KD | Strike 1; All-But-Foot 2~9; Strike 10~14; All-But-Foot 15~36; Strike 37~43 |
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- GGML Axl Low Color 1.png
Default
- GGML Axl Low Color 2.png
Alt. 1
- GGML Axl Low Color 3.png
Alt. 2
- GGML Axl Low Color 4.png
Alt. 3
- GGML Axl Low Color 5.png
Mirror