GGST/Axl Low: Difference between revisions

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* Throws the chain at about a 10° angle.
* 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. Deals more damage at max range.
* Damage value increases at max range.
Covers an incredible amount of ground and air space for how fast it is. Singlehandedly shuts down Potemkin as a bonus.
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Deals more damage at max range.
* Damage value increases at max range.
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* Damage value increases at max range.
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Deals more damage at max range.
* Damage value increases at max range.
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Deals more damage at max range.
* Damage value increases at max range.
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Deals more damage at max range.
* Damage value increases at max range.
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Revision as of 16:44, 16 May 2021


  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview

Template:CharaOverview

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6K

6H

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

Version Damage GuardHow this attack can be blocked. 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. Invuln
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

Rainwater

214S

Snail

214HS (Air OK)

Axl Bomber

j.623HS

Overdrives

Sickle Storm

236236H

One Vision

632146P

Version Damage GuardHow this attack can be blocked. 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. Invuln
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.

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