GGST/Axl Low

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Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview[edit]
Overview

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
  • Zoning: easily the strongest zoning game, with many moves that reach 3/4th or full-screen distance, he can keep the opponent away and puhs them with little risk.
  • Anti airs: - has many moves that can make the opponent stop jumping, especially in midscreen. He also has a dp for deep jumping that can allow for followups with meter.
  • Corner game - despite him being a very defensive character, once he gets his opponent into the corner, his pressure become intimidating, being able to annoy more with his pokes and get very high damage once he gets his first significant hit.
  • Damage: has comparativley worse damage output, unless he has meter to spend and the opponent is cornered.
  • Close range game: Has relatively slow buttons and no close range options aside from his DP, meaning once an opponent gets he'll need to play carefully and patiently

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. Invulnerability
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]

  • Axl's longest range poke and your best friend.

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


  • Sends the opponent towards you, even on block.

Pulls back the chain in a upward arc. Mostly used to catch the opponent when they jump over Sickle Flash.


  • Vacuums the opponent no matter what.
  • Can be held for more hits.

Sickle Flash's close-range option. Leaves Axl quite open at a distance. Excellent for chewing through armor like Potemkin's Hammerfall.


  • Detonates the sickle.

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[edit]

41236HS

Rainwater[edit]

214S

Snail[edit]

214HS (Air OK)

Axl Bomber[edit]

j.623HS

Overdrives[edit]

Sickle Storm[edit]

236236H

One Vision[edit]

632146P

External References[edit]

Navigation[edit]


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