GGST/Axl Low

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Overview[edit]
Overview

He slap from far away.


Lore:A young man from the 20th century with the ability to manipulate time.

A typical optimist who doesn't take things too seriously and just goes with the flow. He is compassionate to a fault and could never ignore somebody in trouble.

He despises the very idea of "death" and would never resort to taking a life, no matter the situation.
Playstyle
GGST Axl Low Icon.png Axl Low, classified as a Long Range type, is a long range attacker who can take opponents down at a distance.
Pros Cons
  • he has pants now
  • hes british
  • no more jorts
  • hes british

Normal Moves[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

5D[edit]

6P[edit]

6K[edit]

6H[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Special Moves[edit]

Sickle Flash[edit]

[4]6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility.
Sickle Flash - Mid 13 - - - -
Soaring Chain Strike
Sickle Flash -> 8
- Mid 6 - - - -
Spinning Chain Strike
Sickle Flash -> 2 (Hold OK)
- Low 7 - - - -
Winter Cherry
Sickle Flash -> S
- Mid 18 - - - -

[edit]

Full-screen chain strike projectile. Axl's signature move.

  • Can be used for poking or long-range pressure.
  • Always use the followups.

Pulls back the chain in a upward arc.

  • Sends the opponent towards you, even on block.
  • Mostly used to catch the opponent when he jumps over Sickle Flash.

  • Vacuums the opponent no matter what.
  • Can be held for more hits.
  • Something you would use after Sickle Flash when the opponent is close to you.

Detonates the sickle.

  • Almost same damage as Spinning Chain Strike, but it can be used
  • The sickle will only detonate when reaching the maximal distance, meaning it ALWAYS WHIFFS UNLESS THE OPPONENT IS AT THE EDGE OF SICKLE FLASH'S MAXIMAL RANGE.
  • IF THE OPPONENT IS CLOSE USE SPINNING CHAIN STRIKE INSTEAD OR YOU'RE DEAD.

Winter Mantis[edit]

41236HS

Rainwater[edit]

214S

Snail[edit]

214HS (Air OK)

Axl Bomber[edit]

j.623HS

Overdrives[edit]

Sickle Storm[edit]

236236H

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGST/Axl Low/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.