GGST/Axl Low: Difference between revisions

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{{NavTabs|game=GGST|chara=Axl Low}}
{{NavTabs|game=GGST|chara=Axl Low}}
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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview

Revision as of 23:46, 22 February 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview

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Normal Moves

5P

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  • Throws the chain at about a 10° angle.

Covers an incredible amount of ground and air space for how fast it is. Singlehandedly shuts down Potemkin as a bonus.

5K

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  • Closest thing Axl has to a jab.

Your go-to abare move. Gatling into 2D to build space and gain a knockdown on hit and cancel that into Rensen on block to start playing Axl.

c.S

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  • Combo and pressure filler.

f.S

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  • Excellent midrange poke.

Even though it doesn't extend as far as some of Axl's other pokes, it covers a space that his other normals are too slow to cover. Also excellent as a whiff punish button.

5H

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  • Downward sickle slice with decent range. Ground bounces on air hit.

5D

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  • Results in a cinematic if charged or CH.
  • Uncharged 5D is 0 on hit.

One of Axl's two overheads.

6P

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  • Axl's up-close anti-air.

Axl performs a gut punch. Useful as a counterpoke to go through other long pokes due to its invulnerability.

6K

6H

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  • Advances very far forward.

Axl's other overhead.

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Sickle Flash

[4]6S

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Sickle Flash
Soaring Chain Strike
Sickle Flash -> 8
Spinning Chain Strike
Sickle Flash -> 2 (Hold OK)
Winter Cherry
Sickle Flash -> S

  • 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

41236HS

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  • Axl's command grab.
  • Slow but starts from the opposing corner.

Full-screen command grab with excellent damage. The command grab 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.

Rainwater

214S

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  • Moves Axl backwards while being difficult to punish.
  • Great roundstart option.

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

Snail

214HS (Air OK)

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Ground
Air

  • Has a deadzone in front of Axl.
  • Air version have a longer range.

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

Axl Bomber

j.623HS

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  • Air only, not a reversal.
  • Combo filler.

Upward flaming uppercut that can't be used grounded.

Overdrives

Sickle Storm

236236H

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Spins his sickle chain around him in a circle, then throws it forward.

One Vision

632146P

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Installation
Activation
632146P after installing

When you first input the command, Axl Low will do a little pose, activating the install, indicated by a glow. This process can only be done on the ground.

Inputting the command again anytime after that will activate an about-2-second timestop. The activation be done both on the ground and the air. He can activate it during normals, specials or in neutral.

External References

Navigation

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.

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