GGML/Axl

From Dustloop Wiki
Overview
Overview

Axl, everyone's favorite British goofball, hits the ground rough in his GG debut as the most incomplete, rushed character in the game. His moveset is, put bluntly, absolutely awful; both of his supers fail to combo into themselves and are punishable on hit, several attacks are counterintuitive and clunky to use with strange animations resulting in zero combo potential, he can't charge due to a misplaced semicolon in the code, and his seemingly practical framedata is misleading due to the hitboxes actually being somewhere in Narnia. Winning with Axl is damn near impossible due to how sloppily made he is.

Or at least it seems. Being incomplete has its benefits, such as when the devs sometimes forgot to fill in your hurtbox data as well. Axl is completely invincible at arbitrary intervals on many attacks, and mysteriously sports a 12f overhead that's completely safe on block and an incredibly low profile Instant Kill. Perhaps the move that best exemplifies Axl is Dototsu, a safe-on-block, low profile yet randomly invincible move that also works as a fullscreen option when dashbugged. You can effectively play him as a weird cross between Axl and Anji Mito, abusing invincibility and turtling your opponent out.

He's still pretty awful. But, y'know, at least he's not Potemkin. Also he's got jorts.

 Axl  Axl uses janky, cheesy, incomplete moves to randomly make stuff whiff and turtle to victory.

Pros
Cons
  • Solid Defensive Options: Axl has a solid counter with 214P and a mostly invulnerable move with 214K. Furthermore, Axl's IK has a very low profile throughout its duration which is good for counter poking.
  • Can Zone  Potemkin: At least Axl has a favorable matchup.
  • 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. Changing one semicolon in the code gives him the ability to charge. Thanks ASW.
  • Broken Supers: Neither of Axl's supers actually combo with themselves; opponents simply fall out of them and can block and punish the rest.
  • Poor Damage: Even compared to some characters who don't have CC infinites Axl's damage isn't good. Justice, Kliff, and Potemkin can all bring the pain better than Axl.
  • Finnicky Ground Buttons: Axl's normals have a tendency to be slower than they appear. Their early hitboxes often appear in an unfavorable position and need to travel to hit where they are wanted. Combined with his awkward gatlings and normals' long total duration, it can be punishing to press buttons against mobile characters.
  • Lacking Air Buttons: j.P, j.K, and j.S all cover similar angles, but all have poor range. j.H has an enormous dead zone between him and the Kusarigama's head.
  • Poor matchup spread against top tiers: While Axl can hold his own against most of the cast, he has crippling matchups in  Justice,  Millia, and  Dr Baldhead - very popular top tiers.
  • Sprites Try To Look Tough: but it's still Axl, even in GGML.
Note: Axl's movelist is smattered with random periods of invulnerability. These are placed in awkward points within the animations, which can make them impractical to leverage intentionally, and can result in awkward interactions on occasion.
Axl
GGML Axl Portrait.png
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

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 5 10 15 -15 -5 none
  • fully extended on frame 10

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 12 16 9 -3 +3 none

A gap closing overhead for a zoning character. Converts into 214K on hit. Jump cancelable on block to make it safe.

  • Axl lunges forwards during the kick

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 8 11 11 -2 -2 none

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Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 All 12 8 20 -8 -8 none

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Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
17 All 6 12 10 +8 +12 none
  • Hits in front of axl on frame 12

6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 7 17 11 -19 -18 none

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Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

4H or 6H

4H or 6H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 Overhead 7 33 7 -13 -8 none

In cases where this connects consistently, it could be a viable alternative to 5K depending on whether it's safe on block or not (by safe I mean if you can get grounded punishes because all of the punishes I seem to get are airborne and those don't lead to much as in those scenarios Axl can act as soon as he touches the ground).

  • Never links into anything, while 5K sometimes does
  • hits in front of Axl on frame 16

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Low 5 11 13 -16 -5 none

This is actually a really nice button. It's fast to start up, has an above average hitbox, and becomes essentially a 2S in disguise when allowed to extend fully.

The main problem with this, and other chain normals, is that the total duration is long. Be mindful not to whiff.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Mid 9 13 14 -13 none

Anti-air kick. Also used in combo since he often doesn't have a bettter gattling option. It is air unblockable and can be CCed for a combo, but the range isn't great.

  • Air Unblockable

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 4 4(4)4(4)4 13 KD none
A bizarre move which alternates between hitting in front of and behind Axl at regular intervals. Causes a techable knockdown, which can make the move unsafe on hit if the opponent is ready for it.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
12x3 Low 12 8(3)8 31 Strike 19~22, 31~34

Long range ground button. The first hit is diagonally up-forwards from Axl which can whiff on many opponents.

The most interesting thing about this move is that it's missing hit and hurtboxes at 2 points in the animation, randomly making him unable to hit or be hit for a few frames at a time.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 8 8 4 Full 5~7
Laughably tiny button. It's like j.K but slower and with a few invuln frames for memes.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Overhead 7 10 8 none
This wouldn't be too bad if it weren't for the range. Sadly, the hitbox is almost identical to the size of Axl's body, which makes it easy to anti-air.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 Overhead 6 3 13 none
Like j.K, the hitbox for this move is almost pixel-perfect to the sprite. This means if you want to use it as a jump-in, you need to be close enough to the opponent to tell what brand of toothpaste they use.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Overhead 5 24 1 none

This move is almost good. It has a very tall hitbox, it's fast, and it's really active. The problem is that the entire space between Axl and the head of the kusarigama is a dead zone, effectively making the move into a thin vertical line roughly round-start distance away from him.

  • The active frames are so long that under most circumstances you land before a recovery animation can play through

Universal Mechanics

Dust Attack

S+H
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

6H or 4H
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

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 22 until contact 10 KD

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Instant Kill

Purgatory: 1000 Cuts

P+K > 236K
No results
Axl's instant kill has an incredibly low profile hurtbox for the entire duration. Although it's slow and not that big, the hurtbox makes it valuable to counter-poke obvious attacks.

Specials

Rensen Geki

[4]6S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 16 13 42 KD Strike 63~70

It's the same Rensen you know and love from later games in the series, but with a major downside: Axl cannot roman cancel (or an equivalent) in this game. In later games, rensen + roman cancel is an incredibly potent, multi-purpose option. Without access to roman cancels, this move is significantly less valuable and is considerably more risky when the opponent avoids it.

Oh and it's randomly invuln for a few frames at the very end of the recovery.

Kyokusa Geki

[4]6S > 8H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x2 Mid 6 26 31 Strike 6~14; 51~63

The first 8 active frames are fully invulnerable, and then the last 12 frames of recovery are also fully invulnerable. The first bit of invuln kinda makes sense for what the move does, but the end? I don't know why.

As for the intended use of this move it's an anti-air followup to Rensen, just like in the rest of the gear franchise. The total duration of this move being so long makes it pretty terrible since you might still be in the animation by the time the enemy recovers from getting hit.

  • Air Unblockable

Benten Gari

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Mid 8 19 18 Upper Body 8~11; Strike 40~45

Big anti-air special.

Oddly enough, this move is supposed to be charge cancellable, but the developers accidentally added a semicolon to the end of the function declaration that would allow him to charge, meaning that when you try to charge, the function doesn't return anything, so he can't charge. With some minor adjustments to the code, Axl is able to charge cancel this special. However, his options after CC are too janky or slow, and he cannot do CC infinites. Nothing ventured, nothing gained, I guess.

  • Air Unblockable

Tenhou Seki

214P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
All 5 33 16 KD Anji 6P shaped 5~38

For some reason this move has funky upper body invuln that looks identical to  Anji's 6P.

  • active frames refers to the duration for which this move can counter.

Raiei Sageki

41236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
28 Overhead 63 15 47 KD Gone 20~62; Strike 103~114

This move travels up off the top of the screen then comes back down while enveloped in hitboxes. You can influence Axl's horizontal movement during this move significantly. Unlike in +R, you cannot delay the move by holding the button.

  • Invulnerable for a few frames during the animation rising from the belly flop
  • There's three 1 frame gaps in the middle of the move's hitboxes, but I can't be bothered to count that nightmare.

Dototsu

214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 16 8 5 Strike 1~3,6~15,24~28
  • intermittently invulnerable

Supers

Yousou Renjin

63214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
~50? Low,All 1 Until Reaches Wall/Enemy N/A KD none

For some reason, this move isn't listed in Axl's move list in game in either the original release or the 2019 re-releases. It also isn't mentioned in supplementary material. For that reason, we had to make up our own name for it. Just Missing Link things I guess.

It functions similarly to Alpha Blade in that it travels until it reaches the opponent's collision box, and then actives.

Terrible super that shouldn't be used. If you manage to hit someone with this, they can tech out after the first hit and punish Axl. This also applies to his other super, but at least that one deals more damage on its first hit, so there's no upsides to this one.

This move comes out instead of a dashbugged Dototsu if you attempt it while you have meter, or are in Desperation Mode. Make sure to keep an eye on your health.

Byakue Renshou

23632H
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

Drops on hit just like 63214K, and is very easily punished. However, the first hit does a lot of damage, so hit-confirming into this off of a stray hit when your opponent is low enough is a viable kill option.

  • What on earth is that invuln

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