GGML/Axl

From Dustloop Wiki
Overview
Overview

Axl is a British goofball who has easily the worst tools in the game. If you're planning to play GGML for any reason, you should never select Axl. His hitboxes are terrible, his combo options are stiff and clunky, his damage is poor, he has nothing to abuse, and he is remarkably incomplete. Even if you banned CC infinites, super spam and/or Justice, Axl is still a nonfunctional character who should be avoided. If you are looking to play a character with large normals and tools, consider playing  Dr Baldhead,  Kliff, or  Justice instead. If you're simply looking for a zoner, pick  Millia. Otherwise, pick anyone else. What you're seeing here may as well be a joke character.

It's rare that the Dustloop Wiki will say this about a character in their overview, but that's just it. Axl is that bad. Don't even bother.

 Axl  Axl is an incomplete character with "far-range" normals among some gimmicks like Raiei, a parry, and an interesting tick throw setup.

Pros
Cons
  • Jorts
  • Can't Charge: Being unable to Charge means that Axl misses out on Charge Cancels, which are what allow most characters in GGML to perform infinite combos.
  • Broken Supers: Neither of Axl's supers actually combo with themselves; opponents simply fall out of them and can block and punish the rest.
  • Finnicky Buttons: Axl's normals are somewhat cumbersome and can be difficult to chain into each other for even modest combos. To compound this problem, they aren't particularly great on defense either due to awkward speed and range issues.
  • Air Buttons: Axl's air buttons are lacking. j.P, j.K, and j.S all cover similar angles, but all have poor range. j.H is almost a great button, but has an enormous dead zone between him and the Kusarigama's head.
  • Mix-Less: Although not terribly uncommon, Axl's dust is not an overhead. Pair that with his air normals being poor for mixups, and you get a character who has a really hard time enforcing high/low mix.
  • Honest in a Dishonest Game: Missing Link is a grimy game, and that's no secret. If a character isn't explicitly disgusting in some way they are going to get eaten because most of the cast are monsters.
  • Sprites Try To Look Tough: but it's still Axl, even in GG1.
Axl
GGML Axl Portrait.png
Defense
100%Raw Value: 10
Jump Startup
3f
Backdash
22f
Meter Gain Mod
120%Raw Value: 12
Charge Time
N/A
Forward Walk Speed
100%Raw Value: 768
Backward Walk Speed
96%Raw Value: 563
Dizzy Resistance
83%Raw Value: 25
Fastest Attack
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 5 10 15 -15 -5 none

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5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 12 16 9 -3 +3 none

A gap closing button for a zoning character.

  • Axl lunges forwards during the kick

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 8 11 11 -2 -2 none

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f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 All 12 8 20 -8 -8 none

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5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
17 All 6 12 10 +8 +12 none

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6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 7 17 11 -19 -18 none

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4H or 6H

4H or 6H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 Overhead 7 33 7 -13 -8 none

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2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Low 5 11 13 -16 -5 none

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2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Mid 9 13 14 -13 none

Axl's air unblockable anti-air. Why they chose this to the the one is beyond me.

  • Air Unblockable

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 4 4(4)4(4)4 13 KD none
  • You tell me what this animation is supposed to be

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
12x3 Low 12 8(3)8 31 Strike 19~22, 31~34

Long range ground button.

The most interesting thing about this move is that it's missing hit and hurtboxes at 2 points in the animation, randomly making him unable to hit or be hit for a few frames at a time.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Overhead 8 8 4 Full 5~7
Laughably tiny button. It's like j.K but slower and with a few invuln frames for memes.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Overhead 7 10 8 none
This wouldn't be too bad if it weren't for the range. Sadly, the hitbox is almost identical to the size of Axl's body, which makes it easy to anti-air.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 Overhead 6 3 13 none
Like j.K, the hitbox for this move is almost pixel-perfect to the sprite. This means if you want to use it as a jump-in, you need to be close enough to the opponent to tell what brand of toothpaste they use.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Overhead 5 24 1 none
This move is almost good. It has a very tall hitbox, it's fast, and it's really active. The problem is that the entire space between Axl and the head of the kusarigama is a dead zone, effectively making the move into a thin vertical line roughly round-start distance away from him.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 All 3 8(19)9(12)6 9 none
  • Whiffs on some crouchers
  • Also not an overhead

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A KD N/A

Standard Guilty Gear throw.

  • Side Switches on hit

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 22 until contact 10 KD

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Instant Kill

P+K > 236K
No results
Kills the opponent instantly

Specials

Rensen Geki

[4]6S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 16 13 42 KD Strike 63~70

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Kyokusa Geki

Rensen Geki -> 8H

[4]6S 8
No results

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Benten Gari

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Mid 8 19 18 Upper Body 8~11; Strike 40~45

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Tenhou Seki

214P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
All 5 33 16 KD Anji 6P shaped 5~38

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Raiei Sageki

41236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
28 Overhead 63 15 47 KD Gone 20~62; Strike 103~114

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Dototsu

214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 16 8 5 Strike 1~3,6~15,24~28

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Supers

Ninjortsu: Jorts Assassination Technique

632146K
No results

For some reason, this move isn't listed in Axl's move list in game in either the original release or the 2019 re-releases. It also isn't mentioned in supplementary material. The name is only listed in the EX command list in +R. Just Missing Link things I guess.

Much like his 236236H, these compete with Dragon Install 2nd for the worst super in all of Guilty Gear. If you manage to hit someone with this, they can tech out and punish Axl. This will be a grounded hit, so it'll easily confirm into a CC infinite and cost Axl the entire round. You should never use this unless you're trolling or styling on someone because you somehow beat them with Axl.

Byakue Renshou

23632H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
50,7x2 All 6 20(21)50 3 KD Strike 1; All-But-Foot 2~9; Strike 10~14; All-But-Foot 15~36; Strike 37~43
  • Suicide button
Drops on hit just like 632146K, and is very easily punished. It goes without saying this should never be used, but Axl should also never be picked, so more than one mistake was made if this super appears in a match.

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