Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
5P
- Throws the chain at about a 10° angle.
- 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.
5K
- 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
- Combo and pressure filler.
f.S
- 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
- Downward sickle slice with decent range. Ground bounces on air hit.
5D
- 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.
Axl performs a gut punch. Useful as a counterpoke to go through other long pokes due to its invulnerability.
6K
- Damage value increases at max range.
6H
- Advances very far forward.
Axl's other overhead.
2P
- Damage value increases at max range.
2K
2S
- Damage value increases at max range.
2H
- Damage value increases at max range.
2D
j.P
- Damage value increases at max range.
j.K
j.S
- Damage value increases at max range.
j.H
Deals more damage at max range.
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
- 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.
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.
- Great roundstart option.
Axl jumps backwards and swings his sickle in a downward arc.
Snail
214HS (Air OK)
- 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
- Air only, not a reversal.
- Combo filler.
Upward flaming uppercut that can't be used grounded.
Overdrives
Sickle Storm
236236H
Spins his sickle chain around him in a circle, then throws it forward.
One Vision
632146P
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.