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Revision as of 05:26, 27 June 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Axl Low Axl Low , classified as a Long Range type, is a long range attacker who can take opponents down at a distance.
- 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.
- Close Range Tools: has a variety of frametraps and counterhit starters at close range. Even though he is best at midrange, Axl is no slouch when it comes to up-close offense.
- Damage: has relatively bad 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.
- Close/Midrange Defense: no meterless reversal or counters, and dead zones in long-range attacks at closer ranges. Axl has to be careful about what normals he picks at what range.
Axl Low |
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Normal Moves
- All damage values are tested on Ky.
5P
- Throws the chain at about a 10° angle.
- Special cancelable.
- Whiffs on crouchers and people running at Axl (Except Zato).
- Damage value increases at max range.
Covers an incredible amount of ground and air space for how fast it is. Good at checking jumps and specials during startup.
5K
- Jump and special cancelable.
- 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.
5K can be used as an situational anti-air vs low airborne moves like Ky's Foudre Arc or I-No's hoverdash.
c.S
- Jump and special cancelable.
- Combo and pressure filler.
2nd hitbox means it can be used as an situational, if inconsistent, anti-air vs opponents just above you.
Hit's OTG after Soaring Chain Strike which let's him set up his safejump oki.
f.S
- Special cancelable.
- Excellent mid-range 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
- Special cancelable.
- Downward sickle slice with decent range. Ground bounces on air hit.
Can be a mediocre anti air, if it hits early enough in the animation. See Hitboxes.
5D
- Forces stand.
- Results in a cinematic if charged or CH.
- Uncharged 5D is 0 on hit.
- Damage value increases when fully charged.
One of Axl's two overheads.
6P
- Axl's up-close anti-air.
- Special cancelable.
- Forces stand.
Axl performs a gut punch. Useful as a counterpoke to go through other long pokes due to its invulnerability.
Can combo into 214H from a spaced grounded hit or airborne hit, but will whiff on close grounded hit.
6K
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
Anti-air that hits around iad height. Also work as a great combo tool in air juggles, as it can go into rensen if you can buffer it early enough.
6H
- Advances very far forward.
- Gives a wallbounce on airborne hit in corner.
Axl's other overhead. If it connects deep as a meaty, it can link into 5K or c.S.
2P
- Special cancelable.
- Damage value increases at max range.
Quick low hitting poke, great at checking ground movement, especially since 5P whiffs on dashers.
Not a low, but a lower commitment option than 2H.
2K
- Special cancelable.
2S
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
Big anti air that hits above and in front of Axl, excellent at discouraging jump ins.
Covers a huge area and let's Axl confirm into slash up close or 5P from further away.
2H
- 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 Rensen from any range.
Also great as a gatling after f.s giving very consistent conversions.
2D
- Special cancelable.
Incredibly good when fishing for counter hits.
Gatlings from 5K, 2K and c.S, making it great for combo filler or a low mix-up.
Cancel into Rensen ([4]6S), Snail (214H) or Rainwater (214S) seemingly leaves you with favourable spacing for a Red Roman Cancel (RRC).
j.P
- Special cancelable.
- Damage value increases at max range.
j.K
- Aerial action allowed (dash).
- Special cancelable.
Axl's fastest air button making this the preferred normal in close range air-to-air situations.
j.S
- Special cancelable.
- Damage value increases at max range.
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 low or counterhit, let's you combo into j.214H. Otherwise, it's a decent frametrap that's tricky to punish.
Loses badly to 6P's so it's not so spamable against awareful opponents.
j.H
- Special 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 rc, 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.D
- Special cancelable.
- Wall bounces in corner.
Blows the opponent away on hit making it a decent jump in. Plenty of pushback on block meaning you don't need to worry about throws when landing.
Turns into a strong combo tool in the corner letting you get wallbounces and special cancel into Axl Bomber.
Universal Mechanics
Ground Throw
Standard ground throw that gives hard knockdown. Can get a follow-up OTG 2K for added damage.
In the corner, can be OTG'ed by the first hit of his Sickle Storm overdrive to end rounds
Air Throw
Special Moves
Sickle Flash
[4]6S
- 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").
Projectile persists if Purple Roman Cancelled (PRC), similar to how YRC functioned in Xrd, but appears to be less useful due to the long startup and the fast speed of the projectile.
Soaring Chain Strike
8 after Sickle Flash
- 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.
Spinning Chain Strike
2 after Sickle Flash (Hold OK)
- 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.
Winter Cherry
S after Sickle Flash
- 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
41236HS
- GGST Axl Low Winter Mantisr.png
Loosely based on the Preying Mantis' usual hunting technique- The Clothesline.
- 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
- Moves Axl backwards while being difficult to punish.
- 3F of Landing Recovery
Axl jumps backwards and swings his sickle in a downward arc. Can be converted in the corner from a close hit with either 5P or 5K
Good for ending blockstrings or baiting throws.
Snail
214HS (Air OK)
- Has a deadzone in front of Axl.
- Air version have a longer range.
- 10F of Landing Recovery for j.214H
Axl does a mid-ranged chain strike in a upward arc for the ground version, and downward arc for the air version.
Air version works as a combo tool for a low hitting, or counter hit, j.s on hit, or as a decent long range frame trap on block.
Axl Bomber
j.623HS
- Air only, not a reversal.
- Causes hard knockdown
- 7F of landing recovery
Upward flaming uppercut that can't be used grounded.
TK Axl Bomber, either performed raw or from a jump cancel, is an essential combo tool for Axl's high damage routes.
Overdrives
Sickle Storm
236236H
- 8F between first and second hit
Axl's only invincible reversal. 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.
One Vision
632146P
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 last 5 seconds (295F?) from when you activate it after the first input. After this, it wears away. (And plays a subtle sound effect.) - Unblockable and seemingly removes Axl's hitbox during the animation, but is not strike invincible during its startup.
Effect time last 2 second (125F?) - Blockable both crouching and standing.
71% complete | ||
|
Page | Status | % |
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Overview | Needs more character data as it becomes available, transparent images of moves and hitboxes where they are missing, more thorough move explanations (with properties and uses). | 16/20 |
Combos | Good job lads. Just need to keep it tidy and organised. Keep things colour coded and sorted by difficulty, followed by button (P,K,S,H,D,j). We've got videos for nearly everything, which is fantastic. All that is left is to fill in the gaps for tension gain and wherever someone was too lazy to say anything beyond how much damage a combo does. | 9/10 |
Strategy | Needs more coverage on general strategy, or at least more elaborate ones. Oki and frametraps are not really Axl's thing, but we should think about listing practical stuff like setups, safe-jumps, etc. A lot of blockstrings were removed from the combo page some time ago, so look into older revisions and transfer them to Strategy. We should reluctantly also tell people how to beat our boy Axl in the "Fighting Axl" section. | 6/20 |
Frame Data | Missing data from a few moves such as recovery and active frames for overdrives and air normals. Please list your sources somewhere as well. | 40/50 |
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
- Hitbox Images provided by Azrael_MadDog: https://twitter.com/Azrael_MadDog/status/1404824217611296769