GGST/Axl Low

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Overview

Overview

Axl is a long range specialist who uses massive attacks to control the pace of the match. He is tricky, oppressive, and requires a sharp mindset to utilize well.

Axl uses many long-ranged attacks to cover massive sections of the screen and stifle the opponent’s approach. Against grounded opponents, 5P, 2P, f.S and 2H make for excellent space control tools. Foes that approach from the air can reliably be swatted away with large anti-airs, such as 6K and 2S.

Rensen is a full-screen special move with multiple follow-up options. Rainwater allows Axl to retreat and attack simultaneously. Patient opponents can be opened up by employing his command grab, Winter Mantis, and instant overhead j.H. Once open, Axl dishes out high damage with TK Bomber loops. Resetting to neutral is usually preferable for Axl, as his close range okizeme setups, while good, are inferior to his mid-range options.

Axl’s weakness is his defense. Due to his generally high whiff recovery, knowledgeable opponents can bypass his long range pokes, such as by dashing under 5P, and get in with seemingly no recourse. While his toolkit is beginner friendly, intermediate and advanced players will rely on match-up knowledge to succeed. He also requires good fundamentals, as he’s reliant on conditioning and reads to disable the enemy offence.

If you want to control the neutral at the touch 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
Weight
Normal
Prejump
4F
Backdash
20/1~5 strike invuln/1~15 airborne
Fastest Attack
2K (5F)
Reversals
236236H (11+1)

Axl Low , classified as a Long Range type, is a long range attacker who can take opponents down at a distance.

Pros Cons
  • Long Reach and Zoning: Unusually long-reaching normals allow Axl to easily control big parts of the screen with the press of a button. He also has Rensen to push opponents out and a command grab to punish opponents conditioned to sit on the ground at range. In addition, Axl has a solid midrange game with normals like f.S and 2D.
  • Anti Airs: Axl has great control of airspace with long-range normals and special moves like 6K and 5P, leading into meaty Rensen and pushing the opponent back to fullscreen on hit. These complement his already great grounded buttons to make approaching him a nightmare.
  • Explosive Damage Output: With 50% meter for his time stop super, counterhits on heavy pokes like 2D and 2H or anti air hits from 6K and 2S, Axl can occassionally convert hits into high reward. This makes him very worth respecting in situations where making the wrong decision can quickly lead the opponent to lose the round.
  • Meter-enabled Mixups: When Axl doesn't use his Tension for combos, he will often use it to give a nessecary boost to his offense. Axl can use Roman Cancels to convert off of his j.H used as an instant overhead, and use Blue Roman Cancels after his c.S to give him access to ambiguous and highly rewarding mixups that utilize the slowdown effect.
  • Mediocre up-close Axl shines at further ranges, so aside from his strong 2K he does not have many strong options when fighting up close, be it during pressure or on the defensive.
  • Inconsistent Damage: While Axl can occassionally deal high damage, his reward is inconsistent. From most hits Axl is likely to land, his pay-off is some of the worst in the game.
  • Committal Neutral Options: Rensen has notably long startup, command grab has extremely long recovery, and all his long range normals control very specific parts of the screen, with often slow startup and recovery. This means that throwing out normals without care is much more likely to get Axl whiff punished, forcing him to play very carefully as the opponent manages to get closer.
  • Generally weak Pressure: Weak offense is an unusual drawback to have in Strive, but Axl suffers from it. He has trouble dealing with common defensive tools such as Faultless Defense and backdashes as well as getting reward from it. His main reset option, Rainwater, is easily reacted to and punished. Finally, he is often forced to play risky mindgames when using his 2H, as his main blockstring ender Snail is extremely unsafe and potentially punishable at closer ranges.


Normal Moves

StartupThe 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. frames
ActiveThe 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
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he 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 seperately from the character was spawned. Usually something like to a FireballA projectile which usually travels slowly across the screen in a horizontal path above the ground. Spawn.
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
Total: 31
  • Covers a large horizontal space above the ground very quickly, good at catching IADs and some long-range options.
  • Damage value increases at max range.
  • Whiffs on crouchers and people running at Axl (Except Zato and Goldlewis at some ranges). Will also whiff on specific characters standing still at a distance like May or Giovanna.

5P controls a large amount of horizontal space in a short amount of time, making it useful for interrupting the beginning of your opponent's jump and their instant air dashes, or the startup of some standing pokes and projectiles.

This normal will miss on most crouching characters and those running at you and shouldn't be relied on to hit grounded opponents.

5P is also commonly used in Axl's anti-airs combos, mainly after 2S. On anti-air hit, it can combo into RensenGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
to push your opponent away.


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
  • Can anti-air low airborne moves like Ky's Foudre ArcGGST Ky Kiske 214K.pngGuard:
    All
    Startup:
    24
    Recovery:
    6
    Advantage:
    -2~+6 [+5~+12]
    or I-No's Hoverdash.

Important pressure and combo tool. 5K can be used as a fast poke due to having more range than 2K and being dash or jump-cancelable, allowing tricky pressure with j.S and j.H while its low disadvantage on block also makes it very good for stagger pressure.

The jump-cancel allows it to combo into Axl BomberGGST Axl Low j.623H.pngGuard:
All
Startup:
9
Recovery:
Until L+7
Advantage:
-22
for Axl's highest damage combos, where it can be used instead of c.S, trading damage for faster startup. This makes 5K Axl's best punish starter for -6 moves like Leo's Erstes Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Erst.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-6

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

Axl's main normal for up-close pressure thanks to its large amount of followups. On block, c.S multiples followups allow Axl to mix-up his opponent due to its large gatling table and jump-cancel.

In the corner, c.S is used in Axl's bomber loops, either as the starting point or once the opponent has already been launched.

On counter-hit, c.S comboes into RainwaterGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
for optimal damage.

  • Can be used OTG (followed by IADAn 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. or dash cancel) to auto-time a j.H SafejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. or meaty c.S.
  • Can be used as an anti-air, with good reward on hit. However, it lacks any kind of disjoint.

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
  • Fast, safe, and disjointed mid-range poke.
  • Low enough to hit basic low-profile hurtboxes, such as Axl's own 2K, but still loses to 6P and better low-profile special moves.
  • Good whiff-punishing tool

Even though it doesn't extend as far as some of Axl's other pokes, it is extremely safe on block or whiff and covers a space that his other normals are too slow to cover, making it a good mid-range poke or even roundstart option.

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
  • Great amount of pushback.
  • Ground bounces on air hit, sometimes linking into 5P in the corner.
  • Unreliable anti-air.

5H shines mainly as a natural frametrap from f.S, with great reward on counter-hit where it forces crouching, allowing it to combo into Winter MantisGGST Axl Low 41236H 2.pngGuard:
Ground Throw
Startup:
28
Recovery:
34
Advantage:
.

It's also used in Axl's BnBs after f.S, where it has more damage than 2H before being cancelled into Snail. However, if f.S hits at max range, most notably at round start, 5H will whiff and should then be swapped for 2H

5H also has a lot of pushback on block, making it good for ending blockstrings.

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
LevelHitstopStanding HitstunCrouching 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 TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
Uncharged 80% 2 Mid 0 1125 3000 700 (900) 60%
Charged 100% 4 Mid KD 1875 1500 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
  • Wall damage in ( ) refers to if opponent is touching the wall.
  • Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit).
  • Telegraphing orange glow appears 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.
  • 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 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 21 -13
Total: 34
  • Damage value increases at max range.
  • Does not hit the floor. Will lose to I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    16
    Recovery:
    15
    Advantage:
    -7
    and Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
    All
    Startup:
    15~31 [32]
    Recovery:
    32 [26]
    Advantage:
    -17

A quick low hitting poke. Can be cancelled into Snail on hit for a quick "get off me" option in some situations.

2P is a safe way to contest the ground as it will generally recover fast enough in order to block or anti-air an opponent who jumps over it, and is deceptively difficult to whiff punish. Against an opponent determined to stay grounded, however, it is often outclassed by 2H due to its lack of proper reward on counter hit.

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
Total: 20
  • Axl's fastest attack at 5 frames.
  • Excellent check in neutral against low-profile moves like Stroke The Big TreeGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    28
    Recovery:
    16
    Advantage:
    -2
    or Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
    All
    Startup:
    15~31 [32]
    Recovery:
    32 [26]
    Advantage:
    -17

Axl's excellent abare option, where its speed combined with its low profile can help Axl slip out of some characters' pressure or counter their pokes. Among all of his high-commitment pokes like 5P or 2H, 2K fills a role in Axl's kit as a low-duration, safe neutral option.

It sports a very good low-profile hurtbox (though not as low as 6P), allowing it to go under high to mid-high hitting moves, including some crouching pokes like Ky or Nagoriyuki's 2P. It can also avoid some jump ins attacks, and depending on the spacing, set up a whiff punish.

At -4 on block, 2K is also a good move to use for tick-throws, especially when combined with dashing momentum.

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 optimal anti-air, with great vertical reach and disjoint. Out of all of Axl's options, 2S is one of Axl's most rewarding anti-airs, especially on counter-hit. The hitbox goes so high that it can catch opponents trying to double jump out of Axl's other options.

This move has a deadzone behind Axl, making it vulnerable to crossups if done too late, in which case other options like air throws are needed.

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
Total: 45
  • Covers up to half the stage
  • Hits low profile moves.
  • Damage value increases at max range.

Axl's biggest poke for grounded opponents, 2H is needed to represent Axl's grounded threat and works hand in hand with his anti-airs to harass your opponent. Its huge range allows you to catch opponents trying to get in or attempting options at long distance like a projectile.

Converting on normal hit can be difficult as you could be too far for SnailGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
to reach. This changes on counter-hit, where RensenGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
can be used at any range while Winter MantisGGST Axl Low 41236H 2.pngGuard:
Ground Throw
Startup:
28
Recovery:
34
Advantage:
is more optimal at close range or with meter as it grants a full combo.

Very dangerous to whiff as its long recovery will often grant a punish to opponents air dashing above it.

OTG 2H into meaty RensenGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-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 with decent range.

Mainly used after 2K to get a hard knockdown and setup Axl's okizeme with OTG 2H or c.S, or combo into Snail if you prefer damage, but outshined by TK Axl BomberGGST Axl Low j.623H.pngGuard:
All
Startup:
9
Recovery:
Until L+7
Advantage:
-22
for both after 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. 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 1~4F Upper Body
5~16F Above Knees
Total: 38
  • Universal anti-air attack with upper-body invulnerability.
  • Launches far forward on hit.

Axl performs a gut punch. Compared to Axl's other anti-airs like 2S, the reward is very poor, even on counter-hit. It is however one of his safest options due to the upper-body invulnerability.

6P mostly shines as a counter-poke against mid-hitting moves like most character's f.S.

Snail can combo from a spaced grounded hit or airborne hit of this move, but it will whiff on a close grounded hit.

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
  • Whiffs crouching.
  • Wall bounces in the corner.
  • Damage value increases at max range.

Niche and committal anti-air that hits in a large area above IADAn 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. 6K is a passable option against an opponent who is double jumping to avoid 5P or 2S, and can come out accidentally (but often successfully!) if Axl is crossed up when attempting to anti-air with 5K. Generally unrewarding when used raw in neutral and is terrible on whiff. The risk-reward of this move can be tricky to gauge, but never forget this part of Axl's anti-air toolkit.

6K also works as a decent combo tool in air juggles, as it can go into Winter MantisGGST Axl Low 41236H 2.pngGuard:
Ground Throw
Startup:
28
Recovery:
34
Advantage:
(41236H), or RensenGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
([4]6S) when Axl is close enough to the corner to get a wall bounce.

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.

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.

6H also sees use in corner combos after 5P or 5K.

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 DisjointA 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 move to throw out. Particularly, IADAn 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 IADAn 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.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
(214S). While maneuvers such as this may not swing the game state in Axl's favor, 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.

Use this a lot. 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. Don't get TOO comfortable with it—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
Total: 42
  • Damage value increases at max range.

Stubby but deep-reaching air-to-ground button that does just about everything. Good for jump-ins, safejumps, an instant overhead, pressure, and challenging after a defensive jump.

When 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.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until L+7
    Advantage:
    -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
Total: 34
  • Has a decent DisjointA 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 IADAn 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 used to stay plus after falling j.H, or for j.S CH > adc j.D > j.236H. Disjoint and passable startup makes j.D good for midrange air-to-air situations.

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.

Can get a follow-up OTG 2K for added damage. Can be followed up with an IAD j.H for a safejump.

In the corner, can be OTG'ed by the first hit of his Sickle StormGGST Axl Low 236236H 1.pngGuard:
All
Startup:
11+1
Recovery:
26
Advantage:
-2
overdrive to end rounds.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching 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 TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% HKD +41 2500 1000
  • Opponent cannot use Blue Psyche 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:
    • R.I.S.C. Loss: 1000
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
    • Combo Decay on hit: 15.

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 Until L+10
Total: 14
  • 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
LevelHitstopStanding HitstunCrouching 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 TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% HKD 2500 1000
  • Opponent cannot use Blue Psyche 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:
    • R.I.S.C. Loss: 1000
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* 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 24~36F, can be delayed up to 40F.
  • Reaches fullscreen 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, as 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.

The projectile persists if Purple Roman Cancelled, but this has limited usefulness due to the move's long startup and the projectile's speed.

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] 10 24 -3 [+10]
Total: 51
Total: 55
  • 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.

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.pngGuard:
All
Startup:
20~37
Recovery:
20
Advantage:
-6
or Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
All
Startup:
15~31 [32]
Recovery:
32 [26]
Advantage:
-17
.

Winter Mantis is also an important combo tool for Axl, first in anti-airs combos, mainly after 6K. 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.pngGuard:
Startup:
5+30
Recovery:
Advantage:
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
LevelHitstopStanding HitstunCrouching 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 TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% HKD 2500 1000 100
  • 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)
  • Values in [] when hits from long distance.
    Opponent cannot use Blue Psyche 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:
    • R.I.S.C. Loss: 1000
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
    • Combo Decay on hit: 15.

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 backwards and swings his sickle in a downward arc, launching the opponent in the air on hit and vacuuming them towards Axl no matter what. Rainwater sees uses in counter-hit or corner combos and as a risky but rewarding blockstring 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 abusing 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.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-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 the easiest 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 its counter-hit launch is hard to use outside the corner, while on block Axl is left very punishable. 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 10 Until L+7 -22
Total: 25
  • 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 informations about how to use Axl Bomber, take a look at 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
50×2, 20×3 All 11+1 4, 4(24)13 26 -2 1~15F All
Total: 82
  • 10F GapThe 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

Axl's only invincible reversal and only Overdrive that applies ground slide on wallbreak. First hits high for anti-airing, while the 2nd hit covers the whole ground.

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

Can be hard to implement in combos due to most grounded buttons pushing Axl out of range of the opponent. The best times to implement it in his combos are after a wallstick or after 5K > 6K in corner juggles.

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+30
632146P Attack All 8+0 1 0
j.632146P Attack All 8+0 1 0
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. 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.

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.

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 121Ultimate Edition exclusive
1Ultimate Edition exclusive


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