GGST/Axl Low: Difference between revisions

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* '''Anti airs:''' great control of airspace with long-range normals and special moves
* '''Anti airs:''' great control of airspace with long-range normals and special moves
* ''' Corner game:''' big corner combo potential with Axl Bomber loops
* ''' Corner game:''' big corner combo potential with Axl Bomber loops
* '''Close range tools:''' has a variety of frametraps and counterhit starters at close range, as well as a command grab with extra combo potential at point blank range
| cons = * '''Damage:''' has relatively worse damage output, unless he has meter to spend and the opponent is cornered.
| cons = * '''Damage:''' has relatively worse damage output, unless he has meter to spend and the opponent is cornered.
* '''Close range game:''' has a variety of frametraps and counterhit starters at close range, as well as a command grab with extra combo potential at point blank range
* '''Close range defense:''' no meterless reversal or counters
* '''Pants:''' no longer has jorts
| difficulty_rating = 3
| difficulty_rating = 3
| official_difficulty = yes
| official_difficulty = yes

Revision as of 17:09, 17 May 2021


  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview

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Normal Moves

  • All damage values tested on Sol.

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 (Rensengeki)

[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.
  • Follow up cancel window 24~36F, Can be delayed up to 40F

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


  • Sends the opponent towards you, even on block.
  • Whiffs crouching.

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.
  • Values after a period of delay, [] shows delayed data. Axl shows signature "Yes!" if delay hits.

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

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

  • Axl's command grab.
  • Slow but starts from the opposing corner.
  • Damage value changes at point blank range.
  • Arrives between 28~46F, Unblockable

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

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.

Install last 5 seconds(295F?)

Effect time last 2 second(125F?), Blockable

External References

Open Beta 2 data provided by @apI4fRGlmFAaJ5T https://twitter.com/apI4fRGlmFAaJ5T/status/1393906277986623492

Translation by Pssych https://docs.google.com/spreadsheets/d/1p37W1E6wPlvJEyM01LC1-fU5Faunj5JXOTr8XRnCnMc/edit#gid=2076950116

Navigation

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

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