GGX/Axl Low

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< GGX(Redirected from GGX/Axl)

Overview

Overview
Axl is British
GGX Axl Low Nameplate.png
GGX Axl Low Portrait.png
Damage Received Mod
x1
Guts Rating
1/5
Gravity Mod
x1.1
Stun Resistance
60
Prejump
3F
Backdash
17F (1~8F Strike Invuln)
Wakeup Timing
24F (Face Up)/ 24F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Pros
Cons
  • Big Normals: Axl's chain normals are among the largest in the game, allowing him to poke at opponents from distances most characters could only dream of.
  • Obscene Corner Damage: Through both a strong comboable grab that has some very strong throw OSes tied to it (4K+H) and a launching 6P Axl gets some truly nasty damage through his Bomber loops while still being able to knock down.
  • Decent Brawler Presence: Despite character appearances, through the aforementioned throw OS and solid FDC string normals in 5K, c.S, and 5H Axl cements himself as having a solid up close Strike/Throw presence with high reward off cranked guardbar, keeping up with the pressure heavy nature of GGX.
  • Struggles Against Zoning: None of Axl's moves are particularly good at challenging projectiles, making him susceptible to being zoned out himself, ironically.
  • No Jab: Axl completely lacks a fast, safe option to mash (his fastest move is his 6-frame 5K), limiting his abare An attack during the opponent's pressure, intended to interrupt it. options and making him incredibly vulnerable to tick throws.
  • Mediocre Mix: Axl's options for opening the opponent up are very reactable, forcing him to rely heavily on reads and conditioning.
  • Low Average Damage: Outside of Bomber loops, Axl's damage output is fairly low, and Faultless Defense cancels don't improve it to any significant degree.

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 Guard Startup Active Recovery On-Block Invuln
32 Mid 8 5 16 -7
  • Whiffs on crouching opponents (except Potemkin)

An anti-air mainly used against IADs or jump startups. Lack of gatlings means you can't get any kind of conversion from long range.

Rensen can combo at close range, but due to 5P's unsafety, it is not recommended to use it close to the opponent.

Level Guard Bar+ Guard Bar-
2

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 6 4 9 -3

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

Level Guard Bar+ Guard Bar-
1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 6 10 +3

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

Level Guard Bar+ Guard Bar-
3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 3 22 -11

Gatling Options: 5H, 5D

Level Guard Bar+ Guard Bar-
2

5H

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 16 4 17 -2

Gatling Options: 6H, 5D, 2D

Level Guard Bar+ Guard Bar-
3

Dust Attack

S+H

Damage Guard Startup Active Recovery On-Block Invuln
40 High 29 8 12 -2
Level Guard Bar+ Guard Bar-
3

2P

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 12 8 17 -11
Level Guard Bar+ Guard Bar-
2

2K

Damage Guard Startup Active Recovery On-Block Invuln
9 Low 7 6 6 -2

Gatling Options: c.S, f.S, 2S, 2H, 5D, 2D

Level Guard Bar+ Guard Bar-
1

2S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 11 8 26 -20
  • Jump cancelable

Axl's best anti-air, bagging high reward on hit thanks to TK Bomber.

Level Guard Bar+ Guard Bar-
2

2H

Damage Guard Startup Active Recovery On-Block Invuln
24×3 Low 19 2,2,4 35 -20
  • Only the two first hits are special cancelable

Slow, long range chain that hits low three times. Can combo into Rensen at any range, helping Axl get okizeme from this poke.

It also raises the guard bar quite a bit on block, on top of having high pushback, makes it safe-ish from a distance if blocked, but its long recovery on whiff makes it very vulnerable to IADs.


Gatling Options: 6H, 5D

Level Guard Bar+ Guard Bar-
3
  • Special cancel only possible on hits 1-2

Sweep

2S+H

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 8 10 12 -8
Level Guard Bar+ Guard Bar-
2

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 9 2 16 -4
  • Launches on hit

Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D, 2D

Level Guard Bar+ Guard Bar-
2

6H

Damage Guard Startup Active Recovery On-Block Invuln
46 High/Air 24 9 9 +1
Level Guard Bar+ Guard Bar-
3
  • Airborne 12~32F

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 7 6 9

Gatling Options: j.P, j.K, j.S, j.H

Level Guard Bar+ Guard Bar-
1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 8 8 12

Gatling Options: j.P, j.S

Level Guard Bar+ Guard Bar-
2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 13 7 18

Gatling Options: j.P, j.H

Level Guard Bar+ Guard Bar-
2

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 12 12 9
Level Guard Bar+ Guard Bar-
2

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
50 45 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 17 4 8 +2
Level Guard Bar+ Guard Bar-
2

Special Moves

Benten Gari

623S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 40 Mid 6 4 34 -19
623H 30, 24 Mid 9 4(4)1(2)1 33 -18
Version Level Guard Bar+ Guard Bar-
623S 3
623H 3

623S: 623H:

  • Frame advantage is -26 when only first hit is blocked
  • Can cancel into Followup Axl Bomber 31~33F

Followup Axl Bomber

623H > 623H

Version Damage Guard Startup Active Recovery On-Block Invuln
623H > 623H 50 Mid 14 4 45+10 after landing -40
Version Level Guard Bar+ Guard Bar-
623H > 623H 3

623H > 623H:

Rensen Geki

[4]6S

Damage Guard Startup Active Recovery On-Block Invuln
45 Mid 12 12 39 -18
  • If it absorbs another projectile, the light stays on screen but can't damage the opponent.
Level Guard Bar+ Guard Bar-
3
  • Charge time: 30F
  • Can cancel into Kyokusa Geki or Sensa Geki on 41F

Kyokusa Geki

[4]6S > 8 or 9

Damage Guard Startup Active Recovery On-Block Invuln
35 Mid 1 12 55 -34
  • Can be performed even if Rensen was negated
  • Minus on hit (The opponent can air tech before Axl finishes his animation)
Level Guard Bar+ Guard Bar-
3

Sensa Geki

[4]6S > 2 or 3

Damage Guard Startup Active Recovery On-Block Invuln
22×5 Low 7 {2(5)}×4,2 16 -4
Level Guard Bar+ Guard Bar-
2

Rashou Sen

[4]6H

Damage Guard Startup Active Recovery On-Block Invuln
1, 70 Unblockable 27 16 50
  • Less range than Rensen
Level Guard Bar+ Guard Bar-
  • Charge time: 30F
  • Cannot be used while opponent is knocked down

Tenhou Seki

214P

Damage Guard Startup Active Recovery On-Block Invuln
60 Total 40 6~31F Catch High
Level Guard Bar+ Guard Bar-

Raiei Sageki

63214S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
63214S 50 High/Air 28 4 15+7 after landing -7
63214H 20×3 High/Air See notes Until landing 51
Version Level Guard Bar+ Guard Bar-
63214S 3
63214H 2

63214S:

  • Airborne 4~46F

63214H:

  • Airborne 4F onwards
  • Can steer by holding left/right
  • Hits standing opponent on 97F (tested on Sol)

Axl Bomber

j.623H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.623H 60 All 9 4 Until landing+10
Version Level Guard Bar+ Guard Bar-
j.623H 3

j.623H:

Overdrives

Byakue Renshou

2363214H

Damage Guard Startup Active Recovery On-Block Invuln
60×2, 30×5 Mid 14+1 4,4(19)13 41
  • If used too close, the second part can whiff on some cornered characters (Johny, Jam, Millia, Baiken)
Level Guard Bar+ Guard Bar-
3

Instant Kill

Rensen Ougi: Midare Gami

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 13+15 37 3 -7
Level Guard Bar+ Guard Bar-
3
  • IK Mode activation: 90F

Navigation

To edit frame data, edit values in GGX/Axl Low/Data.
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