GGST/Axl Low

From Dustloop Wiki

Overview

Overview

Axl is a long-range specialist who uses attacks with massive reach to control the screen. He is tricky to play against and can be oppressive in the right hands, but he requires a sharp mind to be effective.

The core of Axl’s game plan is to utilize long-range attacks to cover large sections of the screen to stop anyone trying to close in. Against grounded opponents, 5P, 2P, f.S, and 2H are excellent space control tools. Anyone approaching from the air can easily be swatted away with large anti-airs, such as 6P, 6K, and 2S.

Rensen and Winter Mantis are both full-screen special moves that consistently beat rivaling space control tools and force the opponent to pay attention even at the other edge of the screen. Rainwater allows Axl to retreat and create mind games versus opponents over-relying on patient dash-blocking. On occasion, when Axl successfully lands his anti-airs or counter hits with his ground pokes, he can use his time stop super to convert into highly damaging combos anywhere.

To balance the long reach of his attacks, most of his tools either take longer to start or leave him very vulnerable on a miss. Adding to the fact that each of his pokes controls specific parts of the screen, Axl often has to preemptively guess the opponent’s method of approach and risk getting hit.

Axl has a few effective options at close range, such as his 2K, c.S, Rainwater, and an instant overhead with j.H. However, he has weaker up-close pressure compared to the rest of the cast and has to take risks to call out mistakes.

If you want to control the neutral at the press of a button but also enjoy having the option to flaunt your execution so hard you turn your opponent into a highlight clip, Axl is for you.
Axl Low
GGST Axl Low Portrait.png
Damage Received Mod
×1.08
Guts Rating
1
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Fastest Attack
2K (5F)
Reversals
236236H (11+1)
 Axl Low is normals based zoner with some style.
Pick if you like Avoid if you dislike
  • Long range moves that control large spaces to help dictate the pace of the game.
  • Rewarding and flashy combos once you land a counter hit.
  • Force the opponent to play conditioning mindgames to counteract his long range neutral game.
  • Fun uses of meter between One Vision and instant overheads and more, Axl doesn't disappoint with a little meter.
  • Weaker offense than average with few options to open up the opponent without resources.
  • Heavily varied damage with Axl's damaging routes locked behind certain starters or counterhits.
  • Using charge inputs is required for Axl's signature move Sickle Flash.
  • Higher execution with his higher damage routing requiring TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. inputs.


Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [52] All 7 6 19 -11 [-3]
Total: 31

A fast, long-range anti air that's decent for poking, albeit easy to whiff and unrewarding without meter.

5P controls a large amount of horizontal space very quickly. It is effective at catching jumps preemptively or checking the startup of various standing pokes and projectiles. However, it will miss on crouching characters and people running at Axl, except  Zato and  Goldlewis at some ranges. It will also whiff on  May,  Baiken, and  Giovanna standing in most situations.

If it catches opponents in the air, it can lead to consistent but low reward, comboing into Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- or RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9. Axl can then cancel either of these into One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage- for high damage. On a counterhit, it confirms into 6K for slightly more damage. On a grounded hit, however, Axl's only consistent follow-up is SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24, which leads to very weak damage and followup situation.

  • Damage value increases at max range.

Gatling Options: 6P, 6K, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 6 3 11 -2
Total: 19

A useful option in defense, pressure, and combos. 5K is a well rounded tool that doesn't excel at anything specific.

5K is decent in pressure. It can gatling safely into 2D and can be jump canceled into j.S and j.H. Its low blockstun also makes it a quick tick-throw option. However, Axl's c.S leads into all of these options, in addition to grounded S and H normals, so there's rarely a reason to use it in pressure.

In the middle of combos, its jump-cancellable property means it combos into Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22. It has better range and startup than c.S, making 5K a fine substitute if Axl is too far away. However, it deals less damage on hit and leads to weaker combos otherwise.

On defense, its 6-frame startup and long range make it most effective for calling out slow and/or airborne moves such as Ky's Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12]. Otherwise, though, 2K is faster and can low profile.

Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 8 6 12 -1
Total: 25

Essential up-close option, frequently used to start pressure, extend and start combos.

c.S has a variety of followups that can be used for combos and pressure, such as 2D, f.S, 5H,j.H and RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3. On block, it makes for a great tick throw due to being only -1 on block and effectively conditioning the opponent to block.

In combos, c.S can start and follow up on TK Bomber loops due to its jump-cancellable property. If an Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 has already been used, or if Axl is midscreen, he can easily combos into 5H, then Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- for strong oki fullscreen. On counter-hit, c.S combos into RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 for optimal damage midscreen.

Finally, it can be used as an improvized anti-air with good reward on hit. However, it lacks any kind of disjoint, and relying on its proximity makes it fairly inconsistent for this purpose.

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

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 10 3 19 -8
Total: 31

Your best option for midrange neutral all-around, with excellent speed and range, albeit limited pressure on block and low damage without meter.

Even if it doesn't control as much horizontal range as other moves in Axl's arsenal, f.S is fundamental for contesting grounded opponents who rely on dashing on or using their pokes to gain momentum. It's one of the faster f.S in the game at 10 frames, while also being one of the longest, giving trouble to many characters trying to outspeed or outrange it.

On hit or block, Axl's most consistent followup option is 2H, which can be special cancelled into SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 for a low-damage combo. However, both of these are very unsafe on block, often forcing Axl into risky situations. At certain ranges, f.S can be cancelled into RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3, which combos for solid damage on counterhits and puts Axl at advantage on block.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
48 All 16 4 19 -4
Total: 38

A heavy swing downward that sees a lot of use in combos and blockstrings up close. Mostly limited by its short horizontal reach and slow startup.

In pressure, 5H can frametrap from c.S and f.S. It's main advantage over 2H is being Axl's safest way to end blockstrings due to its low disadvantage on block and high pushback. However, it is significantly stubbier than 2H, making it hard to use in blockstrings at a distance.

5H only combos to SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 on a normal hit for mediocre reward. On counterhit, however, it is one of Axl's best combo starters. It can lead to Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- which allows for followups when used up close. In more extended combos, 5H's ground bounce allows Axl to finish with Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- oki midscreen, or extend them with RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 in the corner.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 45 High 20 6 23 -15
Charged 56 High 28 6 23 -10
Total: 48
Total: 56
Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit
  • Has anti-air hitbox but can't be relied on due to the long startup and the lack of disjoint.

Universal overhead attack that's pretty fast. Can be gatling from 5K, 2K, or c.S for a mixup.

Overshadowed by j.H, which is a more flexible, safer, and faster button.



Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Can be used for a strong burst punish or a cheeky roundstart, since its range can counterpoke moves that whiff at roundstart range.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 [39] Low 10 4 14 -6
Total: 27

A fast, long reaching low poke that sacrifices good reward on hit for greater safety on whiff.

2P is one of the longest-reaching low pokes in the game. It is shorter and much less rewarding on counterhit than 2H, but is much safer to use in midrange due to its shorter startup and recovery. It hits low to the ground, making it effective at contesting low pokes such as most characters' 2S, but will whiff on extreme low profile specials like  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 and  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17.

On hit, the only special that will combo is SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24, but even this can whiff at further ranges. Unlike Axl's other pokes, 2P does not net greater reward on counterhit. Due to the high disadvantage on block, Axl is often incentivized to cancel into RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 to deal with dashblocking and gain frame advantage.

  • Damage value increases at max range.

Gatling Options: 6P, 6K, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 5 5 11 -4 3-12F Low Profile
Total: 20
  • Axl's fastest attack at 5 frames.
  • Low profiles early into the startup

Axl's best normal to mash on defense, 2K is tied for the fastest kick in the game and the only "jab" that can low-profile. Among Axl's myriad of high-commitment pokes like 5P or 2H, 2K fills an important role in Axl's kit as a low-risk neutral option.

It sports a very good low-profile hurtbox (though not as low as 6P), allowing it to go under a lot of moves that don't hit low enough, such as a lot of f.S, some 5K or even projectiles like Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14.

It can also avoid some jump ins attacks, and depending on the spacing, provide Axl with the opportunity to punish.

At -4 on block, 2K is also a solid move to use for tick-throws, albeit less ideal than both 5K and c.S.

Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 [45] All 9 10 23 -16
Total: 41
  • Fast & disjointed anti-air hitbox.
  • Whiffs on crouching characters, and standing characters outside of close range.
  • Damage value increases at max range.

Axl's scariest dedicated anti-air, with great vertical reach and disjoint. Out of all of Axl's options, 2S leads to the highest reward on hit and counterhit even without spending tension.

It's great reach, hitbox and long active frames make it very consistent at its job. However it lacks invulnerability frames on Axl's upper body, meaning it can be tricky to anti air fast air approaches on reaction, but not impossible. Another weakness of 2S is the lack of hitbox behind Axl, making it vulnerable to crossups. In those situations, air-throw or FD option-select are more useful.

It also has a lot of recovery frames and overall very long total duration. If the opponent has good tools to change their jump trajectory, whiffing this move can be dangerous.

Finally, 2S is used some of Axl's combos, particularly ones that launch the opponent high enough to combo into 5H. At certain heights, the long disjoint on the move can make his combos safe from Burst.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 [58] Low 11 9 26 -18 [-8]
Total: 45
  • Covers more than half the stage
  • Hits low profile moves.
  • Damage value increases at max range.

One of the longest normals in the entire game, 2H is a key tool to checking the opponent's approach at a safe distance. It's disjointed hitbox make it effective at beating other grounded pokes and opposing projectiles like Testament's Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4.

It is also one of Axl's most rewarding counterhits, it can be followed up into Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- and a full conversion of varying reward. However, with 50% tension for One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage- 2H leads into high damage anywhere on screen with a counterhit.

On normal hit, SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 is the only combo option available but will whiff at max range.

If blocked, 2H is very unsafe, especially at close range. Axl's only tight cancel being SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24, wich is even more unsafe, means Axl is forced to play a dangerous mindgame to avoid getting punished, mixing between no cancel, 214H, or a retreat with RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3

OTG 2H into meaty RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 is Axl's most important okizeme option at long range in order to catch their wakeup actions.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Low 10 6 17 -9
Total: 32
  • Universal sweep which causes a hard knockdown.

Mainly used after 2K to get a hard knockdown and setup Axl's okizeme with OTG 2H or c.S. 2D combos into Snail for marginally better damage, but Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 leads to significantly larger reward overall as a followup to 5K or c.S.

2D is also Axl's low mixup after a blocked 5K or c.S, and a frametrap if you delay the gatling from 2K.

It has some niche use as a poke, as it is about as fast as 2P and slightly safer to whiff due to not extending axl's hurtbox as much, although it is much shorter. 2D is also outclassed by 2K as a safer, shorter low poke. On counter-hit, you can combo into Rainwater for better damage.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 12 5 22 -13 1-3 Upper Body
4-16 Above Knees
Total: 38
  • Universal anti-air attack with upper-body invulnerability.
  • Launches far forward on hit.

One of Axl's easiest options for anti-airing, due to the upper-body invulnerability, but the reward on hit is very poor. It may not control big parts of the screen like 2S might, but the slow startup and recovery still make this move risky to whiff. 6P is also useful as counter-poke against mid-hitting moves like most character's f.S.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [52] All 11 5 25 -13
Total: 40
  • Misses on crouching opponents everywhere and standing opponents further than mid-range.
  • Wall bounces in the corner.
  • Damage value increases at max range.

Anti-air that covers the space between 5P and 2S, usually occupied by air-dashing opponents, but will whiff on double-jumping ones. Sees less use by itself in neutral than the former twos while having the same long recovery on whiff, but still an important part of Axl's kit.

6K biggest role is as a combo filler in Axl's anti-air combos as a gatling from 5P. Midscreen you can combo into the hit version of Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- at long range, wich also allows for a potential wall-break combo if you have tension for One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage-. In the corner, 6K can combo into RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 on a launched opponent to extend combos.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
54 High 27 9 13 -3
Total: 48
  • Advancing overhead
  • Gives a wallbounce on airborne hit in corner.
  • Cannot be special cancelled.

Axl's other grounded overhead. Axl goes airborne during the attack, allowing it to go over low-hitting moves. It is a weird move that's hard to justify using.

As a mixup tool, 6H is slower than Axl's other options in 5D and j.H, but has more horizontal range. If it connects deep as a meaty, it can link into 5K or c.S, but the opponent is unlikely to get hit by that.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 [41] High 9 4 23
Total: 35
  • Damage value increases at max range.
  • Has a decent disjoint A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. at proper spacing.

A very safe but strong move to throw out. Particularly, IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. back > j.P is very safe and will often hit an opponent trying to IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. in order to avoid j.S or RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 (214S). While the reward on hit is considerably limited compared to Axl's other pokes and anti-airs, they are a great way to gain intel on an opponent's habits early in a set.

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High 8 3 16
Total: 26

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 [41] High 14 4 18
Total: 35
  • Damage value increases at max range.

Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup, which lets you clip opponents trying to jump at you.

On deep connects, crouching opponents and counterhits, you can combo into j.214H. Otherwise, it's a decent frametrap that's tricky to punish. Be mindful of the situation, however, as it can't be used in every situation. j.P or j.K should be used instead as air-to-airs depending on range. Loses to 6P at some ranges so be cautious.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [52] High 12 6 25 +3 (IAD)
Total: 42
  • Damage value increases at max range.

A jump normal with long-reaching hitbox aiming downwards, j.H is Axl's primary jump in up close and a key mixup option.

hen performed immediately after jumping, j.H becomes an unreactable 16 frame overhead. With 50 tension for a Roman Cancel, Axl can convert into a decent combo midscreen, as well as a full Bomber loop in the corner. A possible jump cancel from 5K or c.S into a rising j.H is a very strong threat that improves Axl's stagger pressure when he has meter.

j.H can gatling into j.D, which allows Axl to use j.H as both a difficult to anti-air pressure tool and a way to punish after jumping out of pressure:

  • j.H > j.D can be done as a true blockstring if Axl is falling, and is ~+8 if done gaplessly.
  • j.H CH > j.D can lead into Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 .

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 High 10 3 22 +4 (IAD)
Total: 34
  • Has a decent disjoint A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return..
  • Strong pushback on block or hit.
  • Whiffs crouching at IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. height.

Mostly as a combo filler after j.K and j.H, or for j.S CH > adc j.D > j.236H. Disjoint and passable startup makes j.D alright for midrange air-to-air situations, but both j.K and j.P serve this function better.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Typical throw, so you'll be using these to open up patient opponents on defense, or in up-close defensive situations.

Your main options for okizeme afterwards include OTG 2P into a meaty RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 setup, or can be followed up with an IAD j.H for a safejump.

Can be followed up for a decent combo using Roman Cancel, particularly rewarding in the corner.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10
The number of recovery frames is not a simple number (38 or Until Landing+10). Please specify explicitly.
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air throw is Axl's fastest "grounded" anti-air at 6 frames when combined with jump startup. By far Axl's most reliable option against opponents directly above him, and can be a stronger option in situations where his 2S or 6K would likely whiff

Good air throws are importants in Axl's gameplan against  Millia,  Chipp and other characters that present more clever air movement. They are rewarding, threaten large spaces, and punish opponents who try to grappler jump to play around the high recovery of Axl's other grounded anti-airs.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage increases as height increases (+47 to +53).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Special Moves

Sickle Flash

[4]6S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×3 All 24 15 29 -19~-9
Total: 67
  • 3 hits projectile means it will beat single-hit fireballs and armored moves.
  • Follow-up cancel window between 24~36F, can be delayed up to 40F.
  • Reaches the other end of the screen in 35 frames.

Axl's signature move, commonly referred to as "Rensen". Sickle Flash is best used after knocking an opponent fullscreen, where Axl can mount a weak but impressively safe offense by dealing chip damage to his opponent and trying to punish an escape.

Rensen is also used in anti-airs combos or after counter-hit 2H, where it will hit an opponent lifted above the ground.

Rensen should not be cancelled into blindly, however. Its slow startup means a simple instant airdash (IAD) after blocking (or even sometimes being hit by) any of Axl's normals will net Axl's opponent a counter hit punish.

Soaring Chain Strike

8 after Sickle Flash

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 8 16 34 -11
Total: 57
  • Sends the opponent towards you, even on block.
  • Whiffs crouching.
  • Can OTG after with c.S to create a safe oki situation.

Pulls back the chain in a upward arc. Mostly used to catch the opponent when they jump over Sickle Flash.

If an airborne opponent blocks this move, they are pulled right next to Axl. Depending on factors such as spacing, height of the opponent, and how the opponent blocks (FD/IB), the frame advantage and the location where they fall can vary drastically.

Spinning Chain Strike

2 after Sickle Flash (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×5 Low 7 36 [79] 19 -6
Total: 61
Total: 104
  • Vacuums the opponent no matter what.
  • Can be held for more hits.
  • [] value refers to fully held Spinning Chain Strike

Sickle Flash's close-range option, wich hits low and grants a hard knockdown. Despite what the animation suggests, the hitbox is entirely on the ground and can be avoided by anyone above Axl, and due to the long animation, he will be left very vulnerable on whiff.

Spinning Chain Strike sees little practical uses as the only reliable way to hit it would be to land Rensen at close range, as it will combo on hit and punish an opponent trying to punish after blocking it. The problem is that Rensen itself is rarely used this close because Axl's other options outclass it on hit or block.

Winter Cherry

S after Sickle Flash

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [60] All 18 [22] 15 [25] 24 -3 [+10]
Total: 51
Total: 55
  • Can be delayed up to 40F, changing move properties.
  • Axl shouts his signature "Yes!" if delayed explosion hits.
  • Values in [] show the delayed explosion data.
  • Detonates the sickle.
  • Can be delayed up to 40F.
  • Axl shouts his signature "Yes!" if delayed explosion hits.
  • Values in [] show the delayed explosion data.

Delayed and Immediate Winter Cherry are 2 distinct and important options to represent after Sickle Flash.

Delayed Winter Cherry is often Axl's default option after Sickle Flash due to its reward. On hit, Axl can combo into another Sickle Flash for a respectable chunk of health. On block, it deals decent chip damage and pushes his opponent back into the corner at a frame disadvantage, repeating the situation.

Immediate Winter Cherry is necessary to represent in order to catch opponents trying to escape through the fairly large gap between Sickle Flash and delayed Winter Cherry. Axl sometimes must represent this option very heavily against opponents who play the numbers and cannot be discouraged from dash blocking. This version is also used in combos to tack on extra damage after Rensen.

The sickle will only detonate at the maximum range of the move. If it is used anywhere other than fullscreen, it will likely whiff.

Winter Mantis

41236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
61 [62] Ground Throw 28 20 34
Total: 81
  • Fullscreen command grab. Connects between 28F at max range and 46F point-blank
  • Can be used in combos, but will not trigger the grab animation, instead giving a tumble allowing for combo extension.
  • Hard knockdown on grab or hit.
  • Damage value changes at point blank range.

Axl's fullscreen command grab, starting from the other end of the screen. Despite its long startup, Winter Mantis is a good compliment to Axl's Sickle Flash pressure. This is technically Axl's fastest way to hit a fullscreen opponent, making it a risky but rewarding callout tool against anti-zoning moves like  Potemkin's FlickGGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 or  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17.

Winter Mantis is also an important combo tool for Axl, first in anti-airs combos, mainly after 6K and 5P . The second situation where you can combo into it is after counter-hit 5H or 2H. You can then link c.S either if you are close or if you cancel the recovery with One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage- and then run toward your opponent. This route has the benefit of giving Axl a wall-break combo from anywhere on the screen.

At point blank range, Axl will perform an automatic Axl Bomber, allowing him to combo afterward meterlessly.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +54 (HKD +71) 2500 1000 100
  • Values in () are for the point-blank version that automatically triggers an Axl Bomber follow-up.
  • Values in [ ] when hits from long distance.
  • While normal grab rules apply, the hit detection is a strike hitbox on the sickle (see hitboxes).
  • If Axl is moved mid-animation, the animation of the sickle will move with him, but not the actual hitbox, making it possible to outrun the attack.
  • Horizontal Activation Range: 200 (Distance from sickle to opponent on the forward-facing direction, making it unable to hit extended hurtboxes after it has gone past the opponent)
    Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does a single hit of 20, then a final hit of 41[42].

Rainwater

214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 24 3 21 +3
Total: 47
  • 3 frames of Landing Recovery
  • Airborne on Frame 1
  • Vacuums on hit/block towards Axl leaving him at advantage.

Axl jumps backward and swings his sickle downwards, pulling them towards Axl when it connects. Rainwater sees frequent use in counter-hit or corner combos as a risky but rewarding pressure tool.

On block, Axl has frame advantage with an opponent pulled toward him, allowing you to reset pressure with 5K or c.S, or use the threat of frametrap to throw them. Rainwater is also very good at baiting the opponent's abare or throw, allowing for a very rewarding counter-hit punish.

Axl should be careful about overusing this move, as the long startup means opponents can jump out of it and punish Axl. Alternating between frametraps with 5H or 2D and pressure resets can make Axl threatening at close range.

Another very useful aspect of Rainwater is the step back that Axl takes. Off of some strings like c.S > f.S, if the opponent attempts a meterless reversal like Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26, Rainwater will either avoid or clash with the attack! This also works with bursts at some spacings.

Snail

214H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214H 45 All 14 12 29 -24
j.214H 45 All 14 9 Until L+10 -19
Total: 54
Total: 32
214H
  • Ground combo ender.
  • Has a deadzone in front of Axl.

Axl does a mid-ranged chain strike in an upward arc. Snail is your easiest and sometimes only way to end grounded combos: you can reliably combo into from your main gatling enders like 5H, 2H and 2D (unless point blank) or from pokes like 2P, and grants a soft knockdown on hit.

The move has both a deadzone close to Axl and limited range, wich means it can miss if you are either too close or too far from your opponent.

Snail can also be used as a frametrap if you delay the special cancel, but the risk far outweights the reward as it almost never leads to combos without using a Roman Cancel, while on block Axl is left very disadvantagous. The long recovery also makes using it as an anti-air unpractical.


j.214H
  • Has a deadzone under and directly infront of Axl
  • Air version works as a combo tool for air-to-air (j.P) and air-to-ground (j.S) connects.

Axl does a mid-ranged chain strike in a downward arc. Air Snail is a good way for Axl to convert off of his long-ranged pokes in the air. Just like the grounded version, poking with it is not recommended as it is punishable on block.

Listed Frame Advantage for Air Snail is done on lowest possible height.

Axl Bomber

j.236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 All 9 4 Until L+7 -22
Total: 19
  • Air only, not a reversal.
  • Causes hard knockdown
  • 7F of landing recovery

Axl's biggest source of damage, an upward flaming uppercut that can only be used in the air.

This is Axl's strongest attack, and only see uses in combos, especially in the corner. Since this is an air-only special move, the only way to combo into it is after an air normal, or after jump-cancelling 5K or c.S. The input can be tricky at first: You can either input it as 2369H and delay the H input, or input a jump during the hitstop and then rapidly perform a 236H input.

Midscreen, Axl Bomber will send your opponent at a great distance, allowing you to OTG with 2H. In the corner, this move becomes terrifying as it will send the opponent upward, allowing you to land and continue the combo, potentially into another Bomber. Finally this is Axl's best meterless move to break the wall.

For more information about how to use Axl Bomber, refer to the TK Bomber section of Axl's strategy guide.

Overdrives

Sickle Storm

236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45×2, 18×3 All 11+1 4, 4(24)13 26 -2 1-15F Full
Total: 82
  • 10F gap The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. between first and second hit

Sickle Storm is Axl's only invincible reversal and Overdrive that can break the wall. The first hit surrounds Axl's body, hitting opponents in the air, while the second hit covers the ground until the other edge of the screen.

While the 2nd hit is safe on block if the 1st hit is blocked while grounded the opponent can jump over the 2nd hit for a full jump-in punish.

You can end corner combos with this if you wall-splat the opponent with moves that leave you close to the opponent. However, Axl rarely has good reason to use his Tension gauge to implement this super into his combos. Axl already feels comfortable resetting to neutral after a wall break, so Sickle Storm is exclusively used as a reversal to punish gaps in pressure.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
100% 4 Mid HKD +58 800×2, 200 1000 0 80% 25%×2, 12%×3
  • Projectile will continue if Purple Roman Canceled on frame 45 at the earliest.
  • Clash Level: 4 (second hit)
  • Clash Hits: 1
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

One Vision

632146P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146P 5 295 30
632146P Attack 0 All 8+1+0 1 11 0 8-9F Full
j.632146P Attack 0 All 8+1+0 1 11 0 8-9F Full
Total: 34
Total: 8
632146P
  • Can be cancelled into from normals and specials on hit and block

The first input of the command, at the cost of 50% Tension, activates the install, this is indicated by a purple aura around Axl. This can only be used on the ground.

Install lasts 5 seconds (295F?) from when you activate it after the first input. Cinematic events, such as other overdrives and wallbreaks, do not count down the timer. After this, it wears off. (And plays a subtle sound effect.) - Seemingly removes Axl's hitbox during the animation, but is not strike invincible during its startup.



632146P/j.632146P Attack
  • Can be cancelled into from ground/air normals/specials on hit/block

Executing the command again anytime after that does NOT cost any Tension and will activate roughly 2 seconds of timestop. The activation can be done both on the ground and the air.

The activation of One Vision can be blocked by the opponent, so it is recommended to only activate from a hit-confirm or if completely sure the opponent is committed to an attack (i.e using One Vision as a whiff punish). If One Vision is blocked, the timestop effect does not occur and the install fizzles out; as such, the spent Tension is wasted.

Effect time lasts 2 seconds (125F?) - Blockable both crouching and standing.

The Timestop state has several key properties:

-All enemy hitboxes disappear, which means Axl can move past projectiles with ease. Even ones created by Overdrives!

-If it hits OTG, all hits against the opponent in timestop will also be considered OTG, and the damage will be scaled heavily.

-After the timestop effect ends, the opponent is launched with the momentum of the last move that hit them. Typically, this will be an Axl Bomber.

If the opponent attempts to burst during the timestop effect, the burst will activate as soon as the timestop effect ends, thus making most combos involving this move burst-safe.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
632146P
632146P Attack 100% 1 +140 0 1000 0
j.632146P Attack 100% 1 +140 0 1000 0

632146P:

  • Buff activates during super freeze on frame 5 and can be Purple Roman Cancelled immediately after end of super freeze.


632146P Attack:

  • Attack has two consecutive super flashes.
  • Active frame occurs between two flashes, allowing opponents to block on reaction to the first flash. Opponents can also use an invincible reversal in reaction to the first flash to make One Vision punishable, as strike invulnerability can avoid the Time Stop effect, so don't throw it out too carelessly!


j.632146P Attack:

  • Attack has two consecutive super flashes.
  • Active frame occurs between two flashes, allowing opponents to block on reaction to the first flash. Opponents can also use an invincible reversal in reaction to the first flash to make One Vision punishable, as strike invulnerability can avoid the Time Stop effect, so don't throw it out too carelessly!

Colours

GGST Axl Low color 1.png
GGST Axl Low color 2.png
GGST Axl Low color 3.png
GGST Axl Low color 4.png
GGST Axl Low color 5.png
GGST Axl Low color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Axl Low color 7.png
GGST Axl Low color 8.png
GGST Axl Low color 9.png
GGST Axl Low color 10.png
GGST Axl Low color 11.png
GGST Axl Low color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Axl Low color 13.png
GGST Axl Low color 14.png
GGST Axl Low color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition


Navigation

To edit frame data, edit values in GGST/Axl Low/Data.
Systems Pages