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.
|Lore:||Born sometime in the 20th century England, Axl grew up in a slum where warring gang factions fought for control of the town. He loathed the everyday violence surrounding him and was determined to end the assault on his neighborhood peacefully. With his super-human reflexes and street fighting skills, he successfully cleaned up his community without a single casualty within half a year.|
|Axl uses janky, cheesy, incomplete moves to randomly make stuff whiff and turtle to victory.|
How to Read Frame Data
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- No results
Fairly long ranged and fast normal, and it's angle makes it good for catching air dashes. However, it's mostly outclassed by 2P.
- fully extended on frame 10
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
Exclusively to be used as combo filler.
Unfortunately slow poking normal. Could be decent thanks to a solid hitbox but it's too small to justify the startup.
Giant anti-air and combo normal. Mainly used as combo filler since Axl has better anti-airs.
- Hits in front of axl on frame 12
Very bizarre normal. It's not a solid anti-air, and the range is so small that comboing with it is near impossible and pointless in the first place. Doesn't serve much purpose at all.
4H or 6H
4H or 6H
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
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.
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
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. Has no hurtbox at his feet for most of the duration so may have niche use against characters who use a lot of low pokes.
|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.
Laughably tiny button. It's like j.K but slower and with a few invuln frames for memes.
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.
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.
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
- Whiffs on some crouchers
- Also not an overhead
6H or 4H
Standard Guilty Gear throw.
- Side Switches on hit
Axl's dash attack, nothing of note.
Purgatory: 1000 Cuts
P+K > 236X
|FATAL||All||18||3||9||N/A||N/A||Above Ankles 1~29|
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.
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.
6S > 8H
|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
|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
|All||5||33||16||KD||Anji 6P shaped 5~38|
Rather than countering specifically highs and mids like in later games, it counters anything that hits the activation box. This means there are crouching mids that will not trigger it and standing lows that will. Besides that though, it's a decent counter.
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.
|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.
One of Axl's better moves. Dototsu is an intermittently invulnerable attack that causes a dust launch on hit, allowing Axl to get a juggle combo. This is useful on defense and as a combo ender. It's also safe against most characters when spaced character, not accounting for guard cancels. Importantly, if dash cancelled with 21466K, the move goes almost full screen, giving Axl a strong burst option in neutral thanks to the invincibility.
|~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 activates.
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.
|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. It also reaches near fullscreen so it might have use in getting ranged chip damage, but it could just be jumped upon reacting to the super flash.
- What on earth is that invuln