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.
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
Axl Low , classified as a Long Range type, is a long range attacker who can take opponents down at a distance.
Pros Cons
  • Zoning: Massive normals allow Axl to easily control wide swaths of the screen with the press of a button. He also has Rensen to push opponents out and a command grab that is fastest at fullscreen to keep the opponent on their toes.
  • Anti Airs: Great control of airspace with long-range normals and special moves. These complement his already great grounded buttons to make approaching him a nightmare.
  • Damage: Has relatively low damage output, unless he has meter to spend and the opponent is cornered. Most of his buttons only let him combo into a special move for a knockdown and nothing more when they connect at max range.
  • Neutral Deadzones: There are several dead zones in his long-range attacks at closer ranges. Axl has to be careful about what normals he picks at close or mid range where the risk can be higher than the reward.

GGST Axl Character Guide

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
Toggle Chart Off
Toggle Chart On
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 he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 6 3 11 -2 -

  • Jump cancelable
  • Special cancelable
  • Dash cancelable

Overshadowed by 2K as an abare, which is one frame faster, but is both larger, has more cancel options and is more advantagous on block. This makes it a better combo and pressure tool than 2K. It can also dodge some low pokes at specific spacings. Gatling into 2D to build space and gain a knockdown on hit and special cancel that on block to start playing Axl.

At the max range where 2D would whiff, cancel into Snail (214H) instead for a simple combo.

5K can be used as an situational anti-air vs low airborne moves like Ky's Foudre ArcNo results or I-No's Hoverdash. Also works suprisingly well as a low crush in some situations.

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

c.S

f.S

5H

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 45 High 20 6 23 -15 -
Charged 56 High 28 6 23 -10 -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

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.

2P

2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
26 Low 5 5 11 -4 -

  • Special cancelable.

One of the best jabs in the game. Low, fast, absurdly low-profile. Use this as a panic anti air button to go under the opponent's jump-in normal, or to challenge faster 2Ps that get low profiled like Ky's or Nagoriyuki's.

Not a good tick throw button given the -4 on recovery, but it's probably the core of Axl's noncommittal poke game vs dashes and moves like I-No's H Stroke The Big TreeGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
28
Recovery:
16
Advantage:
-2
or Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
All
Startup:
15~31 [32]
Recovery:
32 [26]
Advantage:
-17
.

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

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 [58] Low 11 9 26 -18 -

  • Special cancelable.
  • Hits low profile moves.
  • Damage value increases at max range.

Long range low that's essential for Axl's ground control. On counter hit, pops the opponent up letting you combo into RensenGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
[4]6S from any range.

Also great as a gatling after f.S giving very consistent conversions.

Hitting with this move off the ground pretty much guarantees a special cancel into RensenGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
[4]6S for oki.

2D

6P

6K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 [52] All 11 5 25 -13 -

  • Special cancelable.
  • Whiffs crouching.
  • Damage value increases at max range.
  • It wall bounces and launches opponents lower. that gives it some utility as a combo filler in the corner but makes it not very good for combos midscreen.

Anti-air that hits around 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 or 754 or using a dash macro. height. Also work as a great combo tool in air juggles, as it can go into RensenGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
([4]6S) if you can buffer it early enough.

Hard to get any reward off of landing this raw in neutral, but can lead to a decent reward on counterhit. Terrible on whiff. The risk-reward of this move can be tricky to gauge, but never forget this part of your antiair toolkit to throw out once and a while.

6H

j.P

j.K

j.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
32 [41] High 14 4 18 - -

  • Special and Airdash cancelable.
  • Damage value increases at max range.

Use this alot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup letting you clip opponent trying to jump at you.

On deep, crouching or counterhit, let's you 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 in air-to-air situations, depending on the 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. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 [52] High 12 6 25 - -

  • Special and Airdash cancelable.
  • Damage value increases at max range.

Hits directly below Axl, making it good for jump ins, or challenging offense when jumping.

With 50 meter for Red Roman Cancel, this turns into an instant overhead that can come from a raw jump or a jump cancel from 5K or c.S, boosting Axl's offensive game.

j.H can gatling into j.D, which allows Axl to use j.H as both a pressure tool and a way to punish effectively after successfully jumping backwards out of pressure:

  • j.H > j.D can be done as a true blockstring, 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
    (j.623H) .

Gatling Options: j.D

j.D

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Sickle Flash

[4]6S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
15×3 All 24 15 29 -19~-9 -

  • Axl's longest range poke and your best friend.
  • The fact that it's multiple hits means it's great for dealing with armor.
  • Follow up cancel window 24~36F, Can be delayed up to 40F.
  • Full-screen hits in 35 frames.

Full-screen chain strike projectile. Axl's signature move. It's very commonly referred to as "Rensen" (short for the Japanese name "Rensengeki").

Projectile persists if Purple Roman Cancelled (PRC), but appears to be not very useful due to the long startup and the fast speed of the projectile.

Soaring Chain Strike

8 after Sickle Flash

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 8 16 34 -11 -

  • 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)

Winter Cherry

S after Sickle Flash

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 [60] All 18 [22] 10 24 -3 [+10] -

  • 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.

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

The delayed version is useful for locking down your opponent from fullscreen, as it makes the move safe and increases the damage on hit, as well as the chip damage on block. Possibly also increases the size of the explosion - at least visually.

Winter Mantis

41236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
61 [62] Ground Throw 28 20 34 - -

  • Axl's command grab. Can be comboed into for a short and unrewarding vacuum ender
  • Slow but starts from the opposing corner.
  • Damage value changes at point blank range.
  • Arrives between 28~46F, Unblockable

Fullscreen command grab. It is active only during the pullback, meaning the startup goes from okay at long-range to horrendous at close range. At point blank range, Axl will perform a grounded Axl Bomber instead allowing him to combo after without the use of RC. If you don't have the meter for RC, you can still OTG with 2H to continue your pressure by cancelling it into Rensen on their wake up, while also resetting them back to fullscreen.

Axl can also combo into the command grab. However, instead of doing the full animation, it does a weak ender that vacuums opponents and hard knockdowns. It doesn't lead to that good of a reward though, so Rensen~8 and Axl bomber are far better enders

Is technically Axl's fastest move to reach a fullscreen opponent, giving it surprising effectiveness as a punish/callout tool in certain situations or versus certain moves ( Potemkin's FlickGGST Potemkin FDB.pngGuard:
All
Startup:
21~38 [38]
Recovery:
20
Advantage:
-6
, Non-invul Projectile Overdrives).

It's also not considered a projectile, but rather a throw. This means it beats all projectile invulnerable moves.

Rainwater

214S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 All 24 3 21 +3 -

  • Moves Axl backwards while being difficult to punish.
  • 3F of Landing Recovery
  • Airborne frame 1

Axl jumps backwards and swings his sickle in a downward arc.

This move has a high hitting hitbox, less damage and blowback scaling, this makes it a useful combo tool in the corner. It's also somewhat challenging to jump out of from.

Good for ending blockstrings or baiting throws. Can be jumped, giving your opponent a nasty counter-hit punish opportunity, so try to stay unpredictable when ending blockstrings with this move.

Snail

214H (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214H 45 All 14 12 29 -24 -
j.214H 45 All 14 9 Until L+10 -19 -

Air Version

  • Has a deadzone in front of Axl.
  • Air version has longer range.
  • 10f of landing recovery for air version.

Axl does a mid-ranged chain strike in an upward arc for the ground version, and a downward arc for the air version.

Air version works as a combo tool after j.S on deep, crouching or counterhit, or as a decent long range frame trap on block.

The lowest possible air snail is -19 on block.

Axl Bomber

j.236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 All 9 10 Until L+7 -22 -

  • Air only, not a reversal.
  • Causes hard knockdown
  • 7F of landing recovery

Upward flaming uppercut that can't be used grounded.

TKA 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. Axl Bomber, either performed raw or from a jump cancel, is an essential combo tool for Axl's high damage routes. however, it knocks down opponents less when used more than once. This forces Axl to vary up his combos.

Overdrives

Sickle Storm

236236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50×2, 20×3 All 11+1 8(24)13 26 -2 1~15F All

  • 8F 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. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Installation - - 5+22 - - - -
Activation
632146P after installing
- All 8+0 1 - 0 -

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. 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. It can be activated during normals, specials or in neutral.

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.

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.

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

Axl can cancel specials (on hit/block) into both One Vision's installation and activation, allowing for a lot of combo routes.

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.

Video Guides

External References

Navigation

Axl Low


Ambox notice.png To edit frame data, edit values in GGST/Axl Low/Data.