GGST/Axl Low

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Revision as of 18:40, 31 July 2021 by LaziestNameEver (talk | contribs) (who wrote this corny shit. Also Axl does not use charge partitioning at all)



Overview
Overview

If you want to control the neutral at the touch of a button, but also enjoy having the option to flaunt your execution so hard you turn your opponent into a highlight clip, Axl is for you. He can be as simple as pressing buttons to pressure entire sections of the screen with his oppressive, long-range normals (5P, 2P, 2H, f.S), anti-airs (6K, 2S, 5P), and long-range specials (Rensen, Snail, Rainwater). He can also convert said pressure into massive damage, employing his command grab (Winter Mantis) and instant overhead (j.H) to open up the opponent's defences. Once open, Axl has a plethora of options to dish out some damage via his ability to stop time - One Vision, or a TK Bomber loop. Axl rewards a somewhat risky and reactive playstyle, relying on mixups and conditioning above all else. Resetting to neutral is almost always preferable for Axl, as his close range okizeme setups, while good, are inferior to his mid-range options.

His only real weakness is his defence, as he has little but metered reversals. Due to Axl's high recovery on whiffed normals, knowledgeable opponents can bypass your long-range pokes, such as by dashing under 5P, and deal damage with seemingly no recourse. Without tension, Axl must take risks to make the most of difficult situations.

Overall, Axl offers a diverse toolkit that is beginner-friendly, while also allowing for intermediate and advanced players to fully utilize their match-up and game knowledge. A good Axl must be able to make informed decisions on what their opponent wants to do consistently throughout the match, making hard reads to disable the enemy offence. It's also important to be aware of situations which allow for conversions into combos, allowing you to be on the offense from what is usually a defensive playstyle. If that sounds like your kind of thing, Axl is the character for you.

 Axl Low  Axl Low , classified as a Long Range type, is a long range attacker who can take opponents down at a distance.

Pros
Cons
  • 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.
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Axl Low


GGST Axl Character Guide

Normal Moves

  • All damage values are tested on Ky.

5P

5K

c.S

f.S

5H

5D

6P

6K

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

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
32 [41] High 14 4 18 - -

  • 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 deep, crouhching or counterhit, let's you combo into j.214H. Otherwise, it's a decent frametrap that's tricky to punish.

Loses to 6P at some ranges so be cautious.

Gatling Options: j.H

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Sickle Flash

[4]6S

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
15×3 All 24 15 29 - -

  • 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

Spinning Chain Strike

2 after Sickle Flash (Hold OK)

Winter Cherry

S after Sickle Flash

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
40 [60] All 18 [22] 15 [25] 24 - -

  • 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

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
61 [62] Ground Throw 28 20 34 - -

  • 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
5 295 30 - -
Activation
632146P after installing
0 All 8+1+0 1 11 - -

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 lasts 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 lasts 2 seconds (125F?) - Blockable both crouching and standing.

Video Guides

External References


71% complete
Page Status %
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
Click here for the scoring criteria to assess character page completion.


Navigation

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

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