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| name = Axl Low | | name = Axl Low | ||
| game = GGST | | game = GGST | ||
| lore = A young man from the 20th century with the ability to manipulate time. | |||
| lore = | |||
A typical optimist who doesn't take things too seriously and just goes with the flow. | |||
He is compassionate to a fault and could never ignore somebody in trouble. | |||
He despises the very idea of "death" and would never resort to taking a life, no matter the situation. | |||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro= {{Character Label|GGST|Axl Low}}, classified as a ''Long Range'' type, is a long range attacker who can take opponents down at a distance. | ||
|pros= | |pros= | ||
* he has pants now | * he has pants now |
Revision as of 19:35, 14 January 2021
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
He slap from far away.
Lore: | A young man from the 20th century with the ability to manipulate time.
A typical optimist who doesn't take things too seriously and just goes with the flow. He is compassionate to a fault and could never ignore somebody in trouble. He despises the very idea of "death" and would never resort to taking a life, no matter the situation. |
Axl Low Axl Low, classified as a Long Range type, is a long range attacker who can take opponents down at a distance.
- he has pants now
- Being scottish is not a con what are you talking about
- British. Probably Scottish.
- no more jorts
- Scotland is not a real country, you are an Englishman in a dress.
Normal Moves
5P
5K
c.S
f.S
5H
5D
6P
6K
6H
2P
2K
2S
2H
2D
j.P
j.K
j.S
j.H
j.D
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Sickle Flash
[4]6S
Sickle Flash |
---|
Soaring Chain Strike Sickle Flash -> 8 |
Spinning Chain Strike Sickle Flash -> 2 (Hold OK) |
Winter Cherry Sickle Flash -> S |
Full-screen chain strike projectile. Axl's signature move.
- Can be used for poking or long-range pressure.
- Always use the followups.
Pulls back the chain in a upward arc.
- Sends the opponent towards you, even on block.
- Mostly used to catch the opponent when he jumps over Sickle Flash.
- Vacuums the opponent no matter what.
- Can be held for more hits.
- Something you would use after Sickle Flash when the opponent is close to you.
Detonates the sickle.
- Almost same damage as Spinning Chain Strike, but it can be used
- The sickle will only detonate when reaching the maximal distance, meaning it ALWAYS WHIFFS UNLESS THE OPPONENT IS AT THE EDGE OF SICKLE FLASH'S MAXIMAL RANGE.
- IF THE OPPONENT IS CLOSE USE SPINNING CHAIN STRIKE INSTEAD OR YOU'RE DEAD.
Winter Mantis
41236HS
- GGST Axl Low Winter Mantisr.png
Full-screen command grab with excellent damage.
- The command grab is active only during the pullback, meaning the startup goes from okay at long-range to horrendous at close range.
- The first hit can be jump cancelled on hit, allowing for a combo afterwards, especially when you are close to the opponent.
Rainwater
214S
Snail
214HS (Air OK)
Ground |
---|
Air |
Axl does a mid-ranged chain strike in a upward arc for the ground version, and downward arc for the air version.
- WHIFFS UP-CLOSE ON STANDING OPPONENTS. DON'T USE UP CLOSE UNLESS THE OPPONENT IS JUMPING.
- Air version have a longer range.
Axl Bomber
j.623HS
Upward flaming DP that can't be used grounded.
- Since it's air-only, it can't be used as a reversal.
- The only real use to this move is for combos.
Overdrives
Sickle Storm
236236H
Spins his sickle chain around him in a circle, then throws it forward.
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.