GGST/Axl Low/Strategy: Difference between revisions

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<center>{{Character Label|GGST|Axl Low|45px}}</center>
{{GGST/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
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<div style="float:left; margin-right:25px;">
{{TOC limit|4}}
</div>


==Overall Strategy==
==Overall Strategy==
===Gameplan===
===Gameplan===
At mid-range, challenge the opponent's ground approach with {{clr|1|5/2P}}, {{clr|4|2H}}, and {{clr|3|j.S}}, and punish aerial approaches with {{clr|1|5P}}, {{clr|2|6K}}, or {{clr|3|2S}}. {{clr|1|j.P}} and {{clr|2|j.K}} can be used to challenge the opponent's aerial movement as well.
At mid-range, challenge the opponent's ground approach with {{clr|K|2/5K}}, {{clr|S|f.S}}, {{clr|H|2H}}, and {{clr|S|j.S}}, and punish aerial approaches with {{clr|P|5P}}, {{clr|K|6K}}, or {{clr|S|2S}}. {{clr|P|j.P}} and {{clr|K|j.K}} can be used to challenge the opponent's aerial movement as well.


End combos with {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|4|Snail}}}}/{{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label={{clr|4|Bomber}}}}/OTG {{clr|4|2H}} to force the opponent to long-range, and toss {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|3|Rensen}}}} at them until you think they're ready to approach. Then either preemptively throw out your buttons again or try to react to what they do.
End ground combos with {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|H|Snail}}}}/{{MiniMoveCard|game=GGST|chara=Axl Low|input=j.236H|label={{clr|H|Bomber}}}}/OTG {{clr|H|2H}} to force the opponent to long-range, and toss {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Rensen}}}} to force them to respect you fullscreen, mix with the S followup, and keep throwing moves at them until you think they're ready to approach. Then either preemptively throw out your buttons again or try to react to what they do.


Be prepared to occasionally get close to your opponent and either try to bait them into do something stupid with either IAD back {{clr|3|j.S}} or {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|3|Rainwater}}}}, or start your own close range pressure with {{clr|2|2K}} or throw.
Be prepared to occasionally get close to your opponent and either try to bait them into do something commitful with either IAD back {{clr|S|j.S}} or {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}}, or start your own close range pressure with {{clr|K|2K}}, {{clr|S|c.S}},or throw.


===Neutral===
===Neutral===
Many of Axl's moves are high-commitment - a wrong guess can put you in an unsafe situation. Pay attention to whether your opponent tends to keep to the ground or take to the air, and cover ground approaches with {{clr|1|5P}}, {{clr|1|2P}}, and {{clr|4|2H}}, and air approaches with {{clr|2|6K}} and {{clr|3|2S}}.
Many of Axl's moves are high-commitment - a wrong guess can put you in an unsafe situation. Pay attention to whether your opponent tends to keep to the ground or take to the air, and cover ground approaches with {{clr|P|5P}}, {{clr|P|2P}}, and {{clr|H|2H}}, and air approaches with {{clr|K|6K}} and {{clr|S|2S}}.


{{clr|3|j.S}} is a versatile attack that can be used as a keep-away tool while jumping back, or to keep the opponent locked down while jumping or air dashing forward for more pressure.
{{clr|S|j.S}} is a versatile attack that can be used as a keep-away tool while jumping back, or to keep the opponent locked down while jumping or air dashing forward for more pressure.
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Axl jS Hitbox.png | '''{{clr|3|j.S}}''', great to use after backwards IAD.
GGST Axl jS Hitbox.png | '''{{clr|S|j.S}}''', great to use after backwards IAD.
</gallery>
</gallery>


{{clr|4|6H}} can be used to preemptively call out jump attempts out of your pressure in the corner. If the opponent blocks this normal correctly instead of trying to jump out, you are screwed due to the opponent at worst, getting a throw and at best, getting a punish combo, (only {{Character Label|GGST|Sol Badguy|label=Sol}} and {{Character Label|GGST|Chipp|label=Chipp}} can punish with a combo) It's a very high risk button.
{{clr|H|6H}} can be used to preemptively call out jump attempts out of your pressure in the corner. If the opponent blocks this normal correctly instead of trying to jump out, you are screwed due to the opponent at worst, getting a throw and at best, getting a punish combo, (only {{Character Label|GGST|Sol Badguy|label=Sol}} and {{Character Label|GGST|Chipp|label=Chipp}} can punish with a combo) It's a very high risk button.
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Axl Low 6H Hitbox 1.png | '''{{clr|4|6H}}''', great to use after {{clr|2|2K}}.  
GGST Axl Low 6H Hitbox 1.png | '''{{clr|H|6H}}''', great to use after {{clr|K|2K}}.  
</gallery>
</gallery>


{{clr|3|f.S}} is a strong poke to use if the opponent is conditioned to stay grounded- if they jump or go low-profile, it can be beaten easily, due to its 25 frames of recovery. This move is great on block due to being able to gatling into {{clr|4|2H}} and start {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|3|Rensen}}}} zoning from mid-range. This then forces the opponent to start dash blocking to gain space on Axl.
{{clr|S|f.S}} is a strong poke to use if the opponent is conditioned to stay grounded- if they jump or go low-profile, it can be beaten easily, due to its 19 frames of recovery. This move is great on block due to being able to gatling into {{clr|H|2H}} and start {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Rensen}}}} zoning from mid-range. This then forces the opponent to start dash blocking to gain space on Axl.
<div class="attack-container">
<gallery widths="280px" heights="180px" mode="nolines">
<div class="attack-gallery">
GGST Axl fS Hitbox.png | '''{{clr|S|f.S}}''' hitbox.
<gallery widths="210px" heights="180px" mode="nolines">
GGST Axl fS Hitbox.png|.png|'''{{clr|3|f.S}}''' Hitbox
</gallery>
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=startup,recovery,
|where=chara="Axl Low" and input="f.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
</div>
</div>
Regarding your anti-airs:
Regarding your anti-airs:


- {{clr|1|5P}} is your "lowest anti air" - it covers a small angle upwards. In some matchups, this button is useful everywhere. In others, it can feel hard to use effectively. On block or hit, cancelling to {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|3|Rensen}}}} into {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S S|label={{clr|3|Cherry}}}} is almost always safe and can be very rewarding if the confirm lands and you have meter due to being able to confirm into {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|1|One Vision}}}} even if you did not install it beforehand. Always try to incorporate this into your anti-air game.
- {{clr|P|5P}} is your "lowest anti air" - it covers a small angle upwards. In some matchups, this button is useful everywhere. In others, it can feel hard to use effectively. On block or hit, cancelling to {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Rensen}}}} into {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S S|label={{clr|S|Cherry}}}} is almost always safe and can be very rewarding if the confirm lands and you have meter due to being able to confirm into {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|P|One Vision}}}} even if you did not install it beforehand. Always try to incorporate this into your anti-air game.
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Axl 5P Hitbox.png | '''{{clr|1|5P}}''', use this just outside of {{clr|3|f.S}} range.
GGST Axl 5P Hitbox.png | '''{{clr|P|5P}}''', use this just outside of {{clr|S|f.S}} range.
</gallery>
</gallery>


- {{clr|3|2S}} is the anti-air Axl is most infamous for. On CH (sometimes even on non-CH), you gain a massively rewarding combo (for Axl standards), but on block, doesn't lead to much except a lot of RISC gain for the opponent if you cancel into {{clr|4|2H}} to catch their landing. The weakness of this button is that it tends to trade a LOT, so watch out if you're low on health. This button is also great to use after {{clr|4|2H}} to bait the opponent into jumping over {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|3|Rensen}}}}
- {{clr|S|2S}} is the anti-air Axl is most infamous for. On CH (sometimes even on non-CH), you gain a massively rewarding combo (for Axl standards), but on block, doesn't lead to much except a lot of RISC gain for the opponent if you cancel into {{clr|H|2H}} to catch their landing. The weakness of this button is that it tends to trade a LOT, so watch out if you're low on health. This button is also great to use after {{clr|H|2H}} to bait the opponent into jumping over {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Rensen}}}}
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Axl Low 2S hitbox 1.png | '''{{clr|3|2S}}''', bait the opponent into jumping by using {{clr|4|2H}} then punish their jump in with this button.
GGST Axl Low 2S hitbox 1.png | '''{{clr|S|2S}}''', bait the opponent into jumping by using {{clr|H|2H}} then punish their jump in with this button.
</gallery>
</gallery>


- {{clr|2|6K}} is a weird one. It covers the middle angle between {{clr|1|5P}} and {{clr|3|2S}}, but has no reward on non-CH or block. Use it only occasionally to sniff out opponents trying to be either really predictably aggressive or tricky(trying to bait your {{clr|3|2S}}/{{clr|1|5P}})
- {{clr|K|6K}} is a weird one. It covers the middle angle between {{clr|P|5P}} and {{clr|S|2S}}, but has no reward on non-CH or block. Use it only occasionally to sniff out opponents trying to be either really predictably aggressive or tricky(trying to bait your {{clr|S|2S}}/{{clr|P|5P}})
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Axl Low 6K hitbox.png | '''{{clr|2|6K}}''', covers spaces that {{clr|1|5P}} and {{clr|3|2S}} do not.
GGST Axl Low 6K hitbox.png | '''{{clr|K|6K}}''', covers spaces that {{clr|P|5P}} and {{clr|S|2S}} do not.
</gallery>
</gallery>


- {{clr|1|6P}} is a button most Axl players forget about. Don't be most Axl players. You should use this to catch very fast air buttons that can be hard to {{clr|3|2S}}, or are scared to trade with {{clr|3|2S}} because you're low on health. If you need a button to react quickly to a jumping opponent, it should probably be {{clr|1|6P}}. Just be mindful you get very little reward on hit.
- {{clr|P|6P}} is a button most Axl players forget about. Don't be most Axl players. You should use this to catch very fast air buttons that can be hard to {{clr|S|2S}}, or are scared to trade with {{clr|S|2S}} because you're low on health. If you need a button to react quickly to a jumping opponent, it should probably be {{clr|P|6P}}. Just be mindful you get very little reward on hit.
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Axl Low 6P-hitbox.png | '''{{clr|1|6P}}''' Hitbox
GGST Axl Low 6P-hitbox.png | '''{{clr|P|6P}}''' Hitbox
</gallery>
</gallery>


- {{clr|2|5/2K}} are honorable mentions. Against certain setups, {{clr|2|5K}} can be a great anti-air that can lead to very rewarding damage, while {{clr|2|2K}} is secretly the "best" anti-air in terms of potential safety. It low profiles to whiff against or trade with too many air buttons in the game for Axl players to not call this an anti-air.
- {{clr|K|5/2K}} are honorable mentions. Against certain setups, {{clr|K|5K}} can be a great anti-air that can lead to very rewarding damage, while {{clr|K|2K}} is secretly the "best" anti-air in terms of potential safety. It low profiles to whiff against or trade with too many air buttons in the game for Axl players to not call this an anti-air.
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Axl 2K Hitbox.png | '''{{clr|2|2K}}''', one of the best low profiles in the game. Works as an anti air and an abare.
GGST Axl 2K Hitbox.png | '''{{clr|K|2K}}''', one of the best low profiles in the game. Works as an anti air and an abare.


GGST Axl 5K Hitbox.png | '''{{clr|2|5K}}''' Hitbox
GGST Axl 5K Hitbox.png | '''{{clr|K|5K}}''' Hitbox
</gallery>
</gallery>


===Close Range===
===Close Range===
{{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|c.S}} should be your go-to close range starters. Axl is not a mix-up machine so the basic high-low and throw mix-ups apply here - {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} into {{clr|5|5D}} or {{clr|5|2D}}, a tick throw such as <code>{{clr|2|2K}} > {{clr|5|Throw}}</code>. A gatling into {{clr|4|6H}} can surprise the opponent with an overhead and grants a combo on counterhit, but it can be interrupted and is minus on normal hit and block.  Your jump cancellable normals, {{clr|2|5K}}/{{clr|3|c.S}}, can lead to even more options on block. You can choose to IAD backwards to take the space, {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|3|Rainwater}}}} early in the string to cheat out plus frames, or incorporate a high/low mixup. IAD backwards {{clr|3|j.S}} is not a good mixup. Only use it to make space. Ending with {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|3|Rainwater}}}} can return you to a mid-range spacing, and also has the opportunity to catch the opponent in a counterhit ex: <code>{{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|3|Rainwater}}}} > {{clr|1|5P}} > {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|3|Rensen}}}}</code> If you want to maintain close-range pressure, jump cancel with a forward jump and do {{clr|4|j.H}} for an instant overhead, which can be confirmed with meter, or delay it a bit to make it a true blockstring with {{clr|5|j.D}}. If you delay the {{clr|5|j.D}}, however, you can get even more plus frames. Do it at your own risk.
{{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}} should be your go-to close range starters. Axl is not a mix-up machine so the basic high-low and throw mix-ups apply here - {{clr|K|5K}}, {{clr|K|2K}}, or {{clr|S|c.S}} into {{clr|D|5D}} or {{clr|D|2D}}, a tick throw such as <code>{{clr|K|2K}} > {{clr|D|Throw}}</code>. A gatling into {{clr|H|6H}} can surprise the opponent with an overhead and grants a combo on counterhit, but it can be interrupted and is minus on normal hit and block.  Your jump cancellable normals, {{clr|K|5K}}/{{clr|S|c.S}}, can lead to even more options on block. You can choose to IAD backwards to take the space, {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}} early in the string to cheat out plus frames, or incorporate a high/low mixup. IAD backwards {{clr|S|j.S}} is not a good mixup. Only use it to make space. Ending with {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}} can return you to a mid-range spacing, and also has the opportunity to catch the opponent in a counterhit ex: <code>{{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}} > {{clr|P|5P}} > {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|Rensen}}}}</code> If you want to maintain close-range pressure, jump cancel with a forward jump and do {{clr|H|j.H}} for an instant overhead, which can be confirmed with meter, or delay it a bit to make it a true blockstring with {{clr|D|j.D}}. If you delay the {{clr|D|j.D}}, however, you can get even more plus frames. Do it at your own risk.
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Axl cS Hitbox 1.png | '''{{clr|3|c.S}}''' Hitbox, best close range pressure starter
GGST Axl cS Hitbox 1.png | '''{{clr|S|c.S}}''' Hitbox, best close range pressure starter
</gallery>
</gallery>


Axl has several frame traps with his gatlings. The most common ones are <code>{{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|dl.2D}}</code> <code>{{clr|3|c.S}} > {{clr|3|dl.f.S}} (> {{clr|4|5H}}) </code>, and anything into {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|4|Snail}}}}. Use these frametraps to threaten your opponent. If they're expecting another button of your blockstring, you can simply try to restart your pressure with the start of your string again. Then you can incorporate some of the pressure described above. If you can read a backdash, confirm with a {{clr|3|c.S}} for an easy {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label={{clr|4|Bomber}}}} punish, hopefully leading to huge corner carry or a wallbreak.
Axl has several frame traps with his gatlings. The most common ones are <code>{{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|dl.2D}}</code> <code>{{clr|S|c.S}} > {{clr|S|dl.f.S}} (> {{clr|H|5H}}) </code>, and anything into {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|H|Snail}}}}. Use these frametraps to threaten your opponent. If they're expecting another button of your blockstring, you can simply try to restart your pressure with the start of your string again. Then you can incorporate some of the pressure described above. If you can read a backdash, confirm with a {{clr|S|c.S}} for an easy {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.236H|label={{clr|H|Bomber}}}} punish, hopefully leading to huge corner carry or a wallbreak.


With meter, <code>{{clr|3|c.S}} > jc > 66BRC</code> can lead to some trickier strings such as <code>{{clr|3|c.S}} > jc > 66BRC > {{clr|5|j.D}} > {{clr|2|2K}}</code>, or <code>{{clr|3|c.S}} 66BRC > crossup {{clr|5|j.D}}</code> (requiring the 66BRC to be performed slightly later to allow air dashing over the opponent). On hit, <code>{{clr|3|c.S}} > jc > 66BRC > {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label={{clr|4|Bomber}}}} > {{clr|3|c.S}} > {{keyword|Tiger Knee}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label={{clr|4|Bomber}}}}</code> is great corner carry that can lead to wall combo if close enough.
With meter, <code>{{clr|S|c.S}} > jc > 66BRC</code> can lead to some trickier strings such as <code>{{clr|S|c.S}} > jc > 66BRC > {{clr|D|j.D}} > {{clr|K|2K}}</code>, or <code>{{clr|S|c.S}} 66BRC > crossup {{clr|D|j.D}}</code> (requiring the 66BRC to be performed slightly later to allow air dashing over the opponent). On hit, <code>{{clr|S|c.S}} > jc > 66BRC > {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.236H|label={{clr|H|Bomber}}}} > {{clr|S|c.S}} > {{keyword|Tiger Knee}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.236H|label={{clr|H|Bomber}}}}</code> is great corner carry that can lead to wall combo if close enough.


===Okizeme/Setups===
===Okizeme/Setups===
Rensen (8) and Axl Bomber are the two primary methods of creating an okizeme situation.
Rensen (8) and Axl Bomber are the two primary methods of creating an okizeme situation.


Rensen (8) knocks the opponent down at point blank range where you can start close range pressure. j.H can be used as a safejump starter, although it requires manual timing. Rensen (8) > c.S > IAD > j.H is a consistent safejump setup that works only against some character's invincible reversals. It is safe against May, Axl, Faust, Ramlethal, I-No's invincible supers, as well as Ky's meterless reversal. It does not work against invincible supers from Ky, Millia, Nagoriyuki, Giovanna, or Anji, or from meterless reversals from Sol, Chipp, or Leo. Video guide on this safejump setup is explained in detail [https://youtu.be/ZZmZeY1nEnM?t=87 here].
Rensen (8) knocks the opponent down at point blank range where you can start close range pressure. After landing this move, OTG close slash 8IAD cancelled into {{clr|H|j.H}} is a consistent safejump starter, which thanks to the nerfs to reversal speed can now cover all invinsible reversals in the game, with the exception of parries such as Baiken's hiiragi.


Rensen (8) can also be used as a sideswitch if you're cornered. Even better, it can lead to an ambiguous crossup meaty. The route is [whatever] > rensen(8) > jump over them > land > 2k.
Rensen (8) can also be used as a sideswitch if you're cornered. Even better, it can lead to an ambiguous crossup meaty. The route is [whatever] > rensen(8) > jump over them > land > {{clr|K|2K}}.


Axl Bomber also causes a knockdown which allows enough time to move in for a setup, which is a reason to use TK Bomber as an ender rather than Snail if you want the okizeme opportunity. For example, c.S > TKB, or with meter, c.S > f.S > 2H > Snail > 66RC > c.S > TKB.
Axl Bomber also causes a knockdown which allows enough time to move in for a setup, which is a reason to use TK Bomber as an ender rather than Snail if you want the okizeme opportunity. For example, {{clr|S|c.S}} > TKB, or with meter, {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|2H}} > Snail > 66RC > {{clr|S|c.S}} > TKB.


6H or IAD j.H are decent overhead meaties to use on opponent wakeup. On meaty hit, 6H becomes plus and can combo into c.S or 5K for example. 6H meaties can be auto-timed in a variety of ways, such as off a Throw knockdown > microdash > 6H, or far Mantis > double T-Bag > 6H (not joking). Video evidence [https://youtu.be/-zMzGagHU38?t=310 here]. This strategy is very weak to wakeup backdash, so be weary of it.
{{clr|H|6H}} or IAD {{clr|H|j.H}} are decent overhead meaties to use on opponent wakeup. On meaty hit, {{clr|H|6H}} becomes plus and can combo into {{clr|S|c.S}} or {{clr|K|5K}} for example. {{clr|H|6H}} meaties can be auto-timed in a variety of ways, such as off a Throw knockdown > microdash > {{clr|H|6H}}, or far Mantis > double T-Bag > {{clr|H|6H}} (not joking). Video evidence [https://youtu.be/-zMzGagHU38?t=310 here]. This strategy is very weak to wakeup backdash, so be weary of it.


It should be noted that in general, all situations where you can land a 2H OTG guarantees a meaty rensen from fullscreen. This is insanely powerful since it reliably can reset the opponent back to fullscreen off of any combo that goes into 2D (Yes, even your abare 5/2K!!!). Even after a TKB, you can get a dash 2H > Rensen in. No timing required either! Just cancel the 2H OTG into rensen and enjoy the space.
It should be noted that in general, all situations where you can land a {{clr|H|2H}} OTG guarantees a meaty rensen from fullscreen. This is insanely powerful since it reliably can reset the opponent back to fullscreen off of any combo that goes into {{clr|D|2D}} (Yes, even your abare {{clr|K|5/2K}}!!!). Even after a TKB, you can get a dash {{clr|H|2H}} > Rensen in. No timing required either! Just cancel the {{clr|H|2H}} OTG into rensen and enjoy the space.


In some matchups where your primary goal is to get out of the corner, you can safejump from fullscreen using uncharged winter cherry ([4]6S ~ S > run > IAD > jS). You don't get much pressure off of it from that range, but you get good distance from the corner.
In some matchups where your primary goal is to get out of the corner, you can safejump from fullscreen using uncharged winter cherry ({{clr|S|[4]6S}} ~ S > run > IAD > {{clr|S|j.S}}). You don't get much pressure off of it from that range, but you get good distance from the corner.


===Defense===
===Defense===
Use Yellow Roman Cancel (YRC) to stop opponent pressure. Use Faultless Defense to gain space.
Use Yellow Roman Cancel (YRC) to stop opponent pressure. Use Faultless Defense to gain space.


The most important thing to do when cornered is to be patient and block. Make use of Faultless Defense to push the opponent back to find an opening to counterpoke with 5P, to jump and counter with j.H or j.S, or to jump and air dash out. Faultless Defense after jumping if you anticipate being challenged in the air and try again. Challenge the opponent's IAD attacks with 6P. Don't be predictable with how you try to escape corner pressure - you may block several strings before finding an opportunity to escape.
The most important thing to do when cornered is to be patient and block. Make use of Faultless Defense to push the opponent back to find an opening to counterpoke with {{clr|P|5P}}, to jump and counter with {{clr|H|j.H}} or {{clr|S|j.S}}, or to jump and air dash out. Faultless Defense after jumping if you anticipate being challenged in the air and try again. Challenge the opponent's IAD attacks with {{clr|P|6P}}. Don't be predictable with how you try to escape corner pressure - you may block several strings before finding an opportunity to escape.
 
{{clr|K|2K}}: Axl's {{clr|K|2K}} is not only Axl's fastest button that puts him on par with all 5F jabs, it is also the most noncommittal low-profile moves in the entire game, while still having a stupid amount of low profile value. Certain setups, jump-in normals, plus special moves can all whiff hard on Axl's {{clr|K|2K}}, allowing you to either trade with them, or punish with a throw. If you think a move is too strong, but it looks {{clr|K|2K}}-able, try it! You will be surprised.
As of the GGST 1.10 balance patch, a new player entered the realm of Axl's defense game: 2K. Axl's 2K is not only Axl's fastest button that puts him on par with all 5F jabs, it is also the most noncommittal low-profile moves in the entire game, while still having a stupid amount of low profile value. Certain setups, jump-in normals, plus special moves can all whiff hard on Axl's 2K, allowing you to either trade with them, or punish with a throw. If you think a move is too strong, but it looks 2K-able, try it! You will be surprised.


===Use of Tension===
===Use of Tension===
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''Note: This section is currently based on one Axl's conjecture - please contribute to the topic.''
''Note: This section is currently based on one Axl's conjecture - please contribute to the topic.''


As mentioned in the previous sections, your Tension is best used for Sickle Storm (236236H) and even Yellow Roman Cancel (YRC), as your way of getting out of pressure. Yellow Roman Cancel (YRC) provides more of a positional advantage, while Sickle Storm (236236H) is best used on reaction to punish whiffs in neutral and on wake-up to punish reckless meaty attacks and okizeme setups. At a low level, it might be possible to mash Sickle Storm (236236H) on wake-up without seeing the opponent attempt a meaty, but this is strongly inadvisable, since they could react to the super freeze and block the initial hit instead, which leads to a punish with a full combo. There is a reason why the eternal Axl adage is "Whiff the first hit and hope they don't know about the second.". However, you shouldn't rely on this, as any self-respecting player will adapt after getting hit once.
As mentioned in the previous sections, your Tension is best used for Sickle Storm ({{clr|H|236236H}}), Faultless Defense as your way of getting out of pressure, and occassionally to enable your mixup potential.
 
Faultless Defense pushes opponents further away on block, negates chip damage and risc gain while blocking. Now that it costs less meter per hit and is more consistent with its own button, it is extremely important to know when and how to use FD effectively.
 
Sickle Storm is best used on wake-up to punish meaty attacks and break the wall. Since they can react to the super freeze and block if they dont go for a meaty, you want to be really careful and predictable using this move. Breaking the wall with Sickle Storm nets you high damage in the corner, and most importantly gives Axl a safejump opportunity (8iad j.h works automatically) after the wallbreak to run his offense in positive bonus.
 
Finally, axl can use Roman Cancels to make his otherwise weak mixups much more rewarding:
C.s jc j.h 22rrc is a way for axl to gain reward and stay advantagous on block while using his rising j.h as an instant overhead. you can go to a c.s 6239h and convert into big damage if near thr near the corner. Axl can use the jump and dash cancels on his c.s and 5k to give him strong advantage and enable uniquely powerful blockstring and combos using Blue Roman Cancel. Finally, you can use RC or One Vision to extent your combos and deal big damage if you can end the round quickly.


====Roman Cancel====
====Roman Cancel====
There is something to be said about raw non-drift ''Blue Roman Cancel'' (BRC), ''Purple Roman Cancel'' (PRC) and ''Red Roman Cancel'' (RRC). Their uses are very situational and most of the time not worth the meter. The reason why they are this way, is mostly due to the nature of Axl's entire kit and his character archetype. Most of Axl's moves are intended to push the enemy character away, which seldom goes along with the new changes to ''Roman Cancels'' introduced with ''Strive''. The slowdown and, for example, the follow-up knock-back effect from a ''Red Roman Cancel'' require you to be in close proximity to the opponent. In previous games from the Guilty Gear Series, such as AC+R and Xrd Rev2, the slowdown effect was quite long-lasting and also effected the entire screen, regardless of your proximity to the opponent, which meant that moves such as ''Rensen'' ([4]6S) could be Roman Cancelled meaningfully even at full range into entire ground-to-air combos. In Strive, however, ''Rensen'' ([4]6S) can't be cancelled into anything meaningful without a follow-up like ''Winter Cherry'' ([4]6S-S) or ''Soaring Chain Strike a.k.a. Rensen'' ([4]6S-8). Realistically, the only combo opportunity from ''Winter Cherry'' ([4]6S-S) is what the community affectionately calls ''The Double Cherry Sundae''. As you can probably see, any ''Rensen'' ([4]6S) combo, which costs you 50% of your Tension metre only nets you ~95 damage on average, which is almost half of what you would get from a generic starter c.S or 2K combo. The issue is twofold: Use of ''Roman Cancel'' as an offensive tool is very limited by range, and the damage proration (net combo damage reduction) from the act of Roman Cancelling only serves to make the use of metre completely and utterly pointless outside of very niche situations where you need just a little bit more damage to close off the round. At max-range, a useful "guard-breaking combo" is a ''Purple Roman Cancel'' (PRC) quickly after ''Rensen'' ([4]6S), which turns it into a projectile, with useful properties in neutral. The ability to cancel a Roman Cancel with a special move, allows for us to input a ''Winter Mantis'' (41236H), which will command grab anyone who blocks the projectile flying towards them, and with proper timing can even grab some attempts to Instant Air Dash (IAD) over the projectile. This is similar to using Xrd's Yellow Roman Cancel to do much the same, but with the added benefit of a command grab that comes from the back, rather than the front.
There is something to be said about raw non-drift ''Blue Roman Cancel'' (BRC), ''Purple Roman Cancel'' (PRC) and ''Red Roman Cancel'' (RRC). Their uses are very situational and most of the time not worth the meter. The reason why they are this way, is mostly due to the nature of Axl's entire kit and his character archetype. Most of Axl's moves are intended to push the enemy character away, which seldom goes along with the new changes to ''Roman Cancels'' introduced with ''Strive''. The slowdown and, for example, the follow-up knock-back effect from a ''Red Roman Cancel'' require you to be in close proximity to the opponent. In previous games from the Guilty Gear Series, such as AC+R and Xrd Rev2, the slowdown effect was quite long-lasting and also effected the entire screen, regardless of your proximity to the opponent, which meant that moves such as ''Rensen'' ({{clr|S|[4]6S}}) could be Roman Cancelled meaningfully even at full range into entire ground-to-air combos. In Strive, however, ''Rensen'' ({{clr|S|[4]6S}}) can't be cancelled into anything meaningful without a follow-up like ''Winter Cherry'' ({{clr|S|[4]6S}}-S) or ''Soaring Chain Strike a.k.a. Rensen'' ({{clr|S|[4]6S}}-8). Realistically, the only combo opportunity from ''Winter Cherry'' ({{clr|S|[4]6S}}-S) is what the community affectionately calls ''The Double Cherry Sundae''. As you can probably see, any ''Rensen'' ({{clr|S|[4]6S}}) combo, which costs you 50% of your Tension metre only nets you ~95 damage on average, which is almost half of what you would get from a generic starter {{clr|S|c.S}} or {{clr|K|2K}} combo. The issue is twofold: Use of ''Roman Cancel'' as an offensive tool is very limited by range, and the damage proration (net combo damage reduction) from the act of Roman Cancelling only serves to make the use of metre completely and utterly pointless outside of very niche situations where you need just a little bit more damage to close off the round. At max-range, a useful "guard-breaking combo" is a ''Purple Roman Cancel'' (PRC) quickly after ''Rensen'' ({{clr|S|[4]6S}}), which turns it into a projectile, with useful properties in neutral. The ability to cancel a Roman Cancel with a special move, allows for us to input a ''Winter Mantis'' ({{clr|H|41236H}}), which will command grab anyone who blocks the projectile flying towards them, and with proper timing can even grab some attempts to Instant Air Dash (IAD) over the projectile. This is similar to using Xrd's Yellow Roman Cancel to do much the same, but with the added benefit of a command grab that comes from the back, rather than the front.


====Drift Roman Cancel====
====Drift Roman Cancel====
On the other hand, let us consider Roman Cancel as a mid-range option with a move such as Snail (214H). A sample combo would be: 5K > 2D > 214H > 66.RRC > 5P > [4]6S-8 > c.S or c.S > f.S > 5H > 214H > 66.RRC > 5P > [4]6S-8 > c.S. Both of these combos only work if one performs a so called ''Drift Roman Cancel'' (66RC) (more general info [[GGST/Movement#Dash_Input_Roman_Cancel|here]]), in this case a ''Drift Red Roman Cancel'' (DRRC) - in this case a 66RC, i.e a dash, towards the opponent, followed immediately by a ''Roman Cancel''. Using a regular ''Red Roman Cancel'' (RRC) would result in the combo dropping, as the opponent would not be effected by any of the beneficial elements of a ''Red Roman Cancel'' (RRC). The reason why this may be an issue is that doing that after Snail (214H), which finishes in a 4 input, requires a somewhat unintuitive double tap forward (i.e a 466 motion). This may be somewhat alleviated by the use of the Dash macro in tandem with with the Roman Cancel macro, which you can now configure as their own separate buttons, as otherwise you would be forced to press the dash button as well as three other unique buttons to perform the motion. Let me remind you that you also need to begin charging for ''Rensen'' ([4]6S) immediately after in order to make the cancel worthwhile, effectively turning the input into 466[4]6. Needless to say, making effective use of metre while also pushing the offensive also requires somewhat good execution and dexterity. Some shorter permutations on the combo starters are possible in order to make use of the benefits of a non-drift ''Red Roman Cancel'' (RRC), but result in a net loss of damage, as you are effectively mission out on hits not effected by the ''Roman Cancel's'' damage proration, as they are prior to the cancel itself.  
On the other hand, let us consider Roman Cancel as a mid-range option with a move such as Snail ({{clr|H|214H}}). A sample combo would be: {{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|214H}} > 66.RRC > {{clr|P|5P}} > {{clr|S|[4]6S}}-8 > {{clr|S|c.S}} or {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}} > 66.RRC > {{clr|P|5P}} > {{clr|S|[4]6S}}-8 > {{clr|S|c.S}}. Both of these combos only work if one performs a so called ''Drift Roman Cancel'' (66RC) (more general info [[GGST/Movement#Dash_Input_Roman_Cancel|here]]), in this case a ''Drift Red Roman Cancel'' (DRRC) - in this case a 66RC, i.e a dash, towards the opponent, followed immediately by a ''Roman Cancel''. Using a regular ''Red Roman Cancel'' (RRC) would result in the combo dropping, as the opponent would not be effected by any of the beneficial elements of a ''Red Roman Cancel'' (RRC). The reason why this may be an issue is that doing that after Snail ({{clr|H|214H}}), which finishes in a 4 input, requires a somewhat unintuitive double tap forward (i.e a 466 motion). This may be somewhat alleviated by the use of the Dash macro in tandem with with the Roman Cancel macro, which you can now configure as their own separate buttons, as otherwise you would be forced to press the dash button as well as three other unique buttons to perform the motion. Let me remind you that you also need to begin charging for ''Rensen'' ({{clr|S|[4]6S}}) immediately after in order to make the cancel worthwhile, effectively turning the input into 466[4]6. Needless to say, making effective use of metre while also pushing the offensive also requires somewhat good execution and dexterity. Some shorter permutations on the combo starters are possible in order to make use of the benefits of a non-drift ''Red Roman Cancel'' (RRC), but result in a net loss of damage, as you are effectively mission out on hits not effected by the ''Roman Cancel's'' damage proration, as they are prior to the cancel itself.  


There is a route from mid-range which relies on a 66RRC after a successful Snail combo ender, after which a short dash is performed followed by 5P > 6H, which results in a wall bounce. With proper spacing the opponent can be hit with 5K > 6K > Snail, after which they will be stuck to the wall and you have a free choice of moves to wall-break with. The full string can be as follows: 5K > 6K > 214H > 66RRC > 66 > 5P > 6H > 5K > 6K > 214H > 5P (WB). [[https://twitter.com/i/status/1404596193662013443 Video]] 6K and onwards can be substituted for a TK Bomber finisher for more damage, if one is confident in their execution.
There is a route from mid-range which relies on a 66RRC after a successful Snail combo ender, after which a short dash is performed followed by {{clr|P|5P}} > {{clr|H|6H}}, which results in a wall bounce. With proper spacing the opponent can be hit with {{clr|K|5K}} > {{clr|K|6K}} > Snail, after which they will be stuck to the wall and you have a free choice of moves to wall-break with. The full string can be as follows: {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} > 66RRC > 66 > {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} > {{clr|P|5P}} (WB). [[https://twitter.com/i/status/1404596193662013443 Video]] {{clr|K|6K}} and onwards can be substituted for a TK Bomber finisher for more damage, if one is confident in their execution.


At close range, the common option is doing a ''Drift Roman Cancel'' (DRC) from a j.H safe jump or instant overhead. One uses the 22.RRC variation, resulting in a downwards drift, which allows for any combo starter. The benefit here is that if the hit is blocked, the cancel will most likely result in a ''Purple Roman Cancel'' (PRC), which can allow you to get out of the messy situation you've gotten yourself into and try to reset into neutral. On hit, it can result in some of the most highly damaging Axl combos, such as the beginnings of a TK Bomber loop or a simple 5P > [4]6S ender.
At close range, the common option is doing a ''Drift Roman Cancel'' (DRC) from a {{clr|H|j.H}} safe jump or instant overhead. One uses the 22.RRC variation, resulting in a downwards drift, which allows for any combo starter. The benefit here is that if the hit is blocked, the cancel will most likely result in a ''Purple Roman Cancel'' (PRC), which can allow you to get out of the messy situation you've gotten yourself into and try to reset into neutral. On hit, it can result in some of the most highly damaging Axl combos, such as the beginnings of a TK Bomber loop or a simple {{clr|P|5P}} > {{clr|S|[4]6S}} ender.


====Conclusion====
====Conclusion====
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====One Vision vs Roman Cancel====
====One Vision vs Roman Cancel====
One Vision, to some players, might seem like a tool used over RC because of the unique combos and corner carry that you can get out of it. Others might see it as only really a unique combo tool that can confirm into wallbreaks whenever Axl can. In reality, {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|1|One Vision}}}} does have its uses outside of combos and within combos that are very useful. The most notable thing about One Vision is the fact that once it hits, the opponent is not allowed to burst. This is really powerful not only to make sure combos land the way you want to, but it can also be used to end a round without the fear of bursts! <br>
One Vision, to some players, might seem like a tool used over RC because of the unique combos and corner carry that you can get out of it. Others might see it as only really a unique combo tool that can confirm into wallbreaks whenever Axl can. In reality, {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|P|One Vision}}}} does have its uses outside of combos and within combos that are very useful. The most notable thing about One Vision is the fact that once it hits, the opponent is not allowed to burst. This is really powerful not only to make sure combos land the way you want to, but it can also be used to end a round without the fear of bursts! <br>
Outside of combos, {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|1|One Vision}}}} can have its uses ever since they allowed us to super cancel into the install. The most notable thing is being able to confirm off of instant overhead {{clr|4|j.H}} as shown in the combo recipe(s) below. However, it can be used to frametrap as well. Remember that {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|1|One Vision}}}} hits full screen quickly, which means that it can catch IAD attempts, jump startup, and certain characters' dash startups.
Outside of combos, {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|P|One Vision}}}} can have its uses ever since they allowed us to super cancel into the install. The most notable thing is being able to confirm off of instant overhead {{clr|H|j.H}} as shown in the combo recipe(s) below. However, it can be used to frametrap as well. Remember that {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|P|One Vision}}}} hits full screen quickly, which means that it can catch IAD attempts, jump startup, and certain characters' dash startups.
[[File:GGST Axl One Vision airdash startup example.webm|500px|frameless|none]]
[[File:GGST Axl One Vision airdash startup example.webm|thumb|left|frameless|One Vision catching airdash startup.]]
{{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|1|One Vision}}}} catching airdash startup.
[[File:GGST Axl counters wakeup jump with Onevision.webm|thumb|left|Meaty One Vision catching wakeup jump]]
[[File:GGST Axl counters wakeup jump with Onevision.webm|500px|frameless|none]]
 
Meaty {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|1|One Vision}}}} catching wakeup jump.




<br>
<br>
That being said, {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P|label={{clr|1|One Vision}}}} is not a super to be spammed outside of combos, and even some setups, because there is more risk putting yourself in the install and potentially not being able to cash out versus the instant reward of an RC. One other thing to note though is that with some creativity, not many players can expect what might happen while you're in the one vision install. They might play or act differently, and you can adjust accordingly. Overall, never forget {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P|label={{clr|1|One Vision}}}}'s uses outside of combos or try potentially putting it into combos in order to make them even more burst safe! But be careful, because if your {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|1|One Vision}}}} doesn't hit, it's a wasted super.
That being said, {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P|label={{clr|P|One Vision}}}} is not a super to be spammed outside of combos, and even some setups, because there is more risk putting yourself in the install and potentially not being able to cash out versus the instant reward of an RC. One other thing to note though is that with some creativity, not many players can expect what might happen while you're in the one vision install. They might play or act differently, and you can adjust accordingly. Overall, never forget {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P|label={{clr|P|One Vision}}}}'s uses outside of combos or try potentially putting it into combos in order to make them even more burst safe! But be careful, because if your {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P Attack|label={{clr|P|One Vision}}}} doesn't hit, it's a wasted super.
<br>
<br>
Here are just a few examples of using {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P|label={{clr|1|One Vision}}}} for a mixup oppourtunity.
Here are just a few examples of using {{MiniMoveCard|game=GGST|chara=Axl Low|input=632146P|label={{clr|P|One Vision}}}} for a mixup oppourtunity.
 
 
 
 
 
{|class="wikitable"
{|class="wikitable"
|+Training Recipes
|+Training Recipes
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! PC  
! PC  
|-
|-
|'''Onevision Instant Overhead Oki''' || 45306 || ''{{clr|1|Easy}}'' || Axl will do a hard knockdown into Onevision install, a meaty {{clr|3|c.S}}, and then into {{clr|4|j.H}} into a Onevision activate.
|'''Onevision Instant Overhead Oki''' || 45306 || ''{{clr|1|Easy}}'' || Axl will do a hard knockdown into Onevision install, a meaty {{clr|S|c.S}}, and then into {{clr|H|j.H}} into a Onevision activate.
|-
|-
|}
|}
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Axl only has a few types frametraps to note:
Axl only has a few types frametraps to note:
*Any gatling with a reasonable delay ex: <code>{{clr|3|c.S}} > {{clr|3|f.S}}</code>
*Any gatling with a reasonable delay ex: {{ComboText|{{clr|S|c.S}} > {{clr|S|f.S}}}}
*Most gatlings into {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|4|Snail}}}} ex: <code>{{clr|5|2D}} > {{clr|4|214H}}</code>
*Most gatlings into {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|H|Snail}}}} ex: {{ComboText|{{clr|D|2D}} > {{clr|H|214H}}}}
*{{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|3|Rainwater}}}} into a long range button ex: <code>{{clr|3|214S}} > {{clr|4|2H}}</code>
*{{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}} into a long range or short range button ex: {{ComboText|{{clr|S|214S}} > {{clr|H|2H}}/{{clr|K|2K}}}} (Depends on range)
It's hard for Axl to frametrap by the conventional means because he only has one + on block move, {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|3|Rainwater}}}}.
It's hard for Axl to frametrap by the conventional means because he only has one + on block move, {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}}.


Even after having the opponent block rainwater, most of Axl's buttons at that range can be easily avoided by either ducking or IAD'ing over it.
After having the opponent block rainwater, most of Axl's buttons will still not reach with the moves vacuum effect. But a close range {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|S|Rainwater}}}} has the possibility of catching jump startup with Axl's {{clr|K|2K}}. If hes is too far out for this, then he will be forced to use buttons like {{clr|S|f.S}} and {{clr|H|2H}}.


That means that in order to frametrap, Axl is left at a major risk. What's particularly risky is that {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|4|Snail}}}} '''is horribly negative on block''', so choose how deep you want to go in strings wisely.
What's particularly risky is that {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|H|Snail}}}} '''is horribly negative on block''', so choose how deep you want to go in strings wisely.
<br>
<br>
[[File:GGST Axl Rensen punish example.webm|500px|frameless|none]]
[[File:GGST Axl Rensen punish example.webm|500px|frameless|none]]


Axl last patch was given the ability to gatling his {{clr|4|j.H}} into {{clr|5|j.D}}, Axl can use that in order to frametrap, but it's mainly used as a safe blockstring.
Axl has the ability to gatling his {{clr|H|j.H}} into {{clr|D|j.D}}, Axl can use that in order to frametrap, but it's mainly used as a safe blockstring.


==Blockstrings==
==Blockstrings==
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The deal with Axl's blockstrings is that he has no true way to safely end a long blockstring. Unlike other characters who can end their pressure with a safe move, Axl can only end his pressure with a safe move with the first hit or two of a true string. As for his special moves that seem like the go-to blockstring cancels:
The deal with Axl's blockstrings is that he has no true way to safely end a long blockstring. Unlike other characters who can end their pressure with a safe move, Axl can only end his pressure with a safe move with the first hit or two of a true string. As for his special moves that seem like the go-to blockstring cancels:


*Snail (214H) is very risky to end blockstrings with, as most if not all characters can punish it in reaction to blocking it.  
*Snail ({{clr|H|214H}}) is very risky to end blockstrings with, as most if not all characters can punish it in reaction to blocking it.  


*Rainwater(214S) and Rensen([4]6S) are very weak to the opponent simply IAD'ing towards you.  
*Rainwater({{clr|S|214S}}) and Rensen({{clr|S|[4]6S}}) are very weak to the opponent simply IAD'ing towards you.  


The key with Axl and his blockstrings, then, is to either end the string early and go for a pressure reset or take a risk at the end of a blockstring with a snail/rainwater/rensen, with an attempt to read a jump, dash, or mash.
The key with Axl and his blockstrings, then, is to either end the string early and go for a pressure reset or take a risk at the end of a blockstring with a snail/rainwater/rensen, with an attempt to read a jump, dash, or mash.


If you decide to end a string early, use his jump cancelable normals (5K and cS) to threaten the possibility of jumping backwards to make space. With this threat, you can also let it rock and not jump cancel it in order to mix it up by running in and doing another button or throw them. It should be noted as well that you can perform a blockstring using jump forward jH >jD. It's approximately +8 or so, but leaves you at a distance from the opponent.
If you decide to end a string early, use his jump cancelable normals ({{clr|K|5K}} and {{clr|S|c.S}}) to threaten the possibility of jumping backwards to make space. With this threat, you can also let it rock and not jump cancel it in order to mix it up by running in and doing another button or throw them. It should be noted as well that you can perform a blockstring using jump forward {{clr|H|j.H}} > {{clr|D|j.D}}. It's approximately +8 or so, but leaves you at a distance from the opponent.


If you decide to RPS with his special moves, it can feel like a modified RPS. Here are some of the scenarios:
If you decide to RPS with his special moves, it can feel like a modified RPS. Here are some of the scenarios:
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==Mixups==
==Mixups==
You can get a fuzzy mixup from {{clr|2|j.K}} in multiple ways shown below.<br>
You can get a fuzzy mixup from {{clr|K|j.K}} in multiple ways shown below.<br>


These mixups are powerful because they are very hard to react to, and have to be blocked based on reads from the opponent.
These mixups are powerful because they are very hard to react to, and have to be blocked based on reads from the opponent.
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! PC  
! PC  
|-
|-
|'''BRC Fuzzy Setup High''' || 45307 || ''{{clr|2|Normal}}'' ||Axl will do {{clr|3|c.S}} > 66BRC into the high {{clr|2|j.K}} fuzzy. This version allows for a metered conversion into a full combo or any {{clr|4|j.H}} jump-in combo starter. Can be canceled into {{clr|4|j.623H}}, but only loops in corner. Axl is not able to be punished by 5f normals even if this is blocked.
|'''BRC Fuzzy Setup High''' || 45307 || ''{{clr|2|Normal}}'' ||Axl will do {{clr|S|c.S}} > 66BRC into the high {{clr|K|j.K}} fuzzy. This version allows for a metered conversion into a full combo or any {{clr|H|j.H}} jump-in combo starter. Can be canceled into {{clr|H|j.623H}}, but only loops in corner. Axl is not able to be punished by 5f normals even if this is blocked.
|-
|-
|'''BRC Fuzzy Setup Low''' || 45308 || ''{{clr|2|Normal}}'' ||Axl will do {{clr|3|c.S}} > 66BRC into the low {{clr|2|j.K}} fuzzy. This version allows for a {{clr|4|Snail}} finisher for potential metered conversion at mid-range or Rensen near corner for potential {{clr|3|[4]6-2}} oki.
|'''BRC Fuzzy Setup Low''' || 45308 || ''{{clr|2|Normal}}'' ||Axl will do {{clr|S|c.S}} > 66BRC into the low {{clr|K|j.K}} fuzzy. This version allows for a {{clr|H|Snail}} finisher for potential metered conversion at mid-range or Rensen near corner for potential {{clr|S|[4]6S-2}} oki.
|-
|-
|'''BRC Fuzzy Setup Low Max Damage Starter''' || 45309 || ''{{clr|2|Normal}}'' || Axl will do {{clr|3|c.S}} > 66BRC into the max damage low {{clr|2|j.K}} fuzzy. This version allows for the most damage, as it can be canceled into a {{clr|4|TK Bomber}}. It also allows for a conversion into a {{clr|4|j.H}} safe-jump.
|'''BRC Fuzzy Setup Low Max Damage Starter''' || 45309 || ''{{clr|2|Normal}}'' || Axl will do {{clr|S|c.S}} > 66BRC into the max damage low {{clr|K|j.K}} fuzzy. This version allows for the most damage, as it can be canceled into a {{clr|H|TK Bomber}}. It also allows for a conversion into a {{clr|H|j.H}} safe-jump.
|-
|-
|}
|}
Getting {{clr|2|j.K}} in the first place can be an unreliable situation to account for, hence most Axls rely on jump cancelling {{clr|2|5K}} or {{clr|3|c.S}} into a Drift Blue Roman Cancel (66.BRC).
Getting {{clr|K|j.K}} in the first place can be an unreliable situation to account for, hence most Axls rely on jump cancelling {{clr|K|5K}} or {{clr|S|c.S}} into a Drift Blue Roman Cancel (66.BRC).
This is possible because at the point of jump cancelling a normal, a character is not within a move's active frames (hence no Red Roman Cancel (RRC)) , nor within a move's recovery (hence no Purple Roman Cancel (PRC)).
This is possible because at the point of jump cancelling a normal, a character is not within a move's active frames (hence no Red Roman Cancel (RRC)) , nor within a move's recovery (hence no Purple Roman Cancel (PRC)).


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* Rensen 2 allows you to hold it to extend the duration. You can also choose to let it end early by letting go of down. This can help recover in time if your opponent decides to do a late jump, maybe even anti-air them!
* Rensen 2 allows you to hold it to extend the duration. You can also choose to let it end early by letting go of down. This can help recover in time if your opponent decides to do a late jump, maybe even anti-air them!
* Some characters can blow you up for doing delay cherry. You can always choose to not do a followup after any rensen and then throw out other moves in order to force your opponent to mix up their approach.
* Some characters can blow you up for doing delay cherry. You can always choose to not do a followup after any rensen and then throw out other moves in order to force your opponent to mix up their approach.
===Sidenote: Rensen Sickle Storm===
As of the 1.18  balance patch, some characters are able to kara cancel the startup of certain special moves into supers. For Axl, this means that he can cancel either his rensen 2 or 8 into super, even on whiff! How this could be implemented is that you can easily kara cancel rensen 8 into sickle storm (inputs: {{clr|S|[4]6S}} > {{clr|H|2362369H}}). In theory, you could use this to cover a missed rensen with super, but this requires very tight execution. Not many Axl players have implemented this into their game yet, but know it is possible!


===TK Bomber===
===TK Bomber===
<!--Whoever wrote this you are doing lord's work; Love the writing style and pointers-->
<!--Whoever wrote this you are doing lord's work; Love the writing style and pointers-->
====Your First TK Bomber====
====Your First TK Bomber====
If you're having a hard time with TK Bombers try to focus on one thing at a time, be that the initial cancel from c.S/5K, the TK motion itself, the link to c.S/5K after that or the second/third TK Bomber in the sequence. What is important to know is that the whole idea of the TKB is to jump-cancel the c.S/5K normals, so be patient and wait for those to play out a bit, otherwise you're likely to get unwanted Winter Mantises, 2Hs or 6Hs. There is the alternative situation where you might be getting j.H instead, which likely means that you are getting the jump cancel timing somewhat right, but your TK motion is still slow, so speed up those inputs, speciffically, reaching the 2 and 3 earlier. After you've gotten the basic timing down, you should be able to do at least one TKB. Don't rush to TKB loops, their alure also hides madness. Practice just hit-confirming in your matches with c.S/5K > TKB for now, until you get the hang of it. If it helps, you could also do the TK motion raw in training mode. A cool and somewhat practical combo is to use One Vision and then do two raw TK Bombers on the training dummy, as time is stopped. Keep in mind that you will have to change the direction of the input for the second TK Bomber, as you will have crossed up. This should give you a fair amount of practice on both Player 1 and Player 2 side.  
If you're having a hard time with TK Bombers try to focus on one thing at a time, be that the initial cancel from {{clr|S|c.S}}/{{clr|K|5K}}, the TK motion itself, the link to {{clr|S|c.S}}/{{clr|K|5K}} after that or the second/third TK Bomber in the sequence. What is important to know is that the whole idea of the TKB is to jump-cancel the {{clr|S|c.S}}/{{clr|K|5K}} normals, so be patient and wait for those to play out a bit, otherwise you're likely to get unwanted Winter Mantises, 2Hs or 6Hs. There is the alternative situation where you might be getting {{clr|H|j.H}} instead, which likely means that you are getting the jump cancel timing somewhat right, but your TK motion is still slow, so speed up those inputs, speciffically, reaching the 2 and 3 earlier. After you've gotten the basic timing down, you should be able to do at least one TKB. Don't rush to TKB loops, their alure also hides madness. Practice just hit-confirming in your matches with {{clr|S|c.S}}/{{clr|K|5K}} > TKB for now, until you get the hang of it. If it helps, you could also do the TK motion raw in training mode. A cool and somewhat practical combo is to use One Vision and then do two raw TK Bombers on the training dummy, as time is stopped. Keep in mind that you will have to change the direction of the input for the second TK Bomber, as you will have crossed up. This should give you a fair amount of practice on both Player 1 and Player 2 side.  


====Stringing Two TKBs Together====
====Stringing Two TKBs Together====
Once you've started feeling yourself and are confident that you have mastered the single TKB, you will likely want to move into the corner, where all glorious Axl twitter clips are forged. The first thing you will need to realise about starting a TKB Loop is that your execution needs to be somewhat on point. Guilty Gear -Strive- has a somewhat generous input buffer, but that can be a blessing and a curse. At the core of a TKB Loop is the necessity for the first TKB to have started as close to the ground as possible. This ultimately means that the timing and the execution need to be tight and tidy, because if Axl jumps a little bit too high, that results in effectively higher recovery on your Axl Bomber, as Axl needs to fall down longer before he can start another c.S/5K, for which he needs to be grounded. Minimising that recovery means that the subsequent TKBs become easier to perform. I will refer to this as a perfect TKB. A simple visual aid is to hit 5K or c.S roughly whenever the opponent is at the level of Axl's headband. Note that depending on which normal you chose, the cancel window for the following TKB will be different. You can read more in the Advanced Combo Theory section in the Combos page, but the gist is c.S is slower but more lenient, while 5K is faster, yet tighter. In time you will learn that different normals are better at certain heights, but that is another topic. Another visual aid may be that Axl has reset to his idle animation for a split second after landing from a TKB, meaning he's ready to press buttons. An audio cue that may help you with your timing is Axl finishing the Axl Bomber voice-line, as the timing in the Japanese dub is pretty close to the link timing from what I've noticed. If you're getting the c.S/5K link, but are struggling to get the Bomber out, refer to the tips at the beginning of the first paragraph. A beginner-friendly technique is to hover your hand (or finger) over the stick (pad, analogue, etc.) until you see the c.S/5K link connect, after which you can start doing the TK motion. This should stop you from rushing to make inputs before you've even confirmed if the normal has connected. The Combos page has a few [4] Hard difficulty TKB loops, which substitute the third repetition with some other type of finisher. Familiarise yourself with those, until you are comfortable doing two reps of TKBs. They are more than adequate and are often safer in competitive play, as they secure the Positive Bonus from a Wall-Break, while minimising the risk of dropping the TKB loop, at the expense of a less than significant amount of damage.
Once you've started feeling yourself and are confident that you have mastered the single TKB, you will likely want to move into the corner, where all glorious Axl twitter clips are forged. The first thing you will need to realise about starting a TKB Loop is that your execution needs to be somewhat on point. Guilty Gear -Strive- has a somewhat generous input buffer, but that can be a blessing and a curse. At the core of a TKB Loop is the necessity for the first TKB to have started as close to the ground as possible. This ultimately means that the timing and the execution need to be tight and tidy, because if Axl jumps a little bit too high, that results in effectively higher recovery on your Axl Bomber, as Axl needs to fall down longer before he can start another {{clr|S|c.S}}/{{clr|K|5K}}, for which he needs to be grounded. Minimising that recovery means that the subsequent TKBs become easier to perform. I will refer to this as a perfect TKB. A simple visual aid is to hit {{clr|K|5K}} or {{clr|S|c.S}} roughly whenever the opponent is at the level of Axl's headband. Note that depending on which normal you chose, the cancel window for the following TKB will be different. You can read more in the Advanced Combo Theory section in the Combos page, but the gist is {{clr|S|c.S}} is slower but more lenient, while {{clr|K|5K}} is faster, yet tighter. In time you will learn that different normals are better at certain heights, but that is another topic. Another visual aid may be that Axl has reset to his idle animation for a split second after landing from a TKB, meaning he's ready to press buttons. An audio cue that may help you with your timing is Axl finishing the Axl Bomber voice-line, as the timing in the Japanese dub is pretty close to the link timing from what I've noticed. If you're getting the {{clr|S|c.S}}/{{clr|K|5K}} link, but are struggling to get the Bomber out, refer to the tips at the beginning of the first paragraph. A beginner-friendly technique is to hover your hand (or finger) over the stick (pad, analogue, etc.) until you see the {{clr|S|c.S}}/{{clr|K|5K}} link connect, after which you can start doing the TK motion. This should stop you from rushing to make inputs before you've even confirmed if the normal has connected. The Combos page has a few [4] Hard difficulty TKB loops, which substitute the third repetition with some other type of finisher. Familiarise yourself with those, until you are comfortable doing two reps of TKBs. They are more than adequate and are often safer in competitive play, as they secure the Positive Bonus from a Wall-Break, while minimising the risk of dropping the TKB loop, at the expense of a less than significant amount of damage.
 
====ThreeKB====
If you can do two, you can do three. Just practice.
The main wall you need to overcome is the fact that now the first two TKBs need to be perfect TKBs, rather than just the first one. Once you have overcome this hurdle, you will have mastered the TKB Loop. The third TKB does not need to be perfect, as it always results in a wall-splat. Once the opponent is gently lounging on the wall, they are at your mercy, and there is but only one thing to do:
You guessed it - another TKB. Just do a raw TKB, like the ones in the first paragraph and send the fool through the wall and get you positive bonus for that sweet-sweet Roman Cancel, invincible reversal overdrive and time-stop goodness. We have a plethora of cool combos available for 3x TKBs in the Combo page - check those out. Now all you need to do is figure out how to get yourself into the situation where you can pull those off in a real match. That, however, is a topic for another time. Enjoy youselves, you earned it! I better see those clips on Twitter.


====Effects of Weight Class====
====Effects of Weight Class====
A side note is that the weight class of your opponent plays a very real factor in the execution of TKB loops. The lighter they are the more lenient your Bomber loops can be; In fact, if you try TKB combos on Millia (for example) in training mode you will notice it is possible to have very sloppy and late TK Bombers and still get double or triple Bombers in a single combo. You will also notice under the Notes section of some combos in the Axl Dustloop Combo page making mention that the combos are more difficult or flat out impossible on heavy opponents (i.e. Potemkin, Nago etc). This is simply because the lighter your opponent the higher they will fly from your TK Bomber, which allows you more leniency to perform your next grounded link (be it c.S or 5K), which in turn gives you more time to perform the TK Bomber input as they don't need to be "perfect" as you have more allowable frames of recovery before your next relink.  
A side note is that the weight class of your opponent plays a very real factor in the execution of TKB loops. The lighter they are the more lenient your Bomber loops can be; In fact, if you try TKB combos on Millia (for example) in training mode you will notice it is possible to have very sloppy and late TK Bombers and still get double or triple Bombers in a single combo. You will also notice under the Notes section of some combos in the Axl Dustloop Combo page making mention that the combos are more difficult or flat out impossible on heavy opponents (i.e. Potemkin, Nago etc). This is simply because the lighter your opponent the higher they will fly from your TK Bomber, which allows you more leniency to perform your next grounded link (be it {{clr|S|c.S}} or {{clr|K|5K}}), which in turn gives you more time to perform the TK Bomber input as they don't need to be "perfect" as you have more allowable frames of recovery before your next relink.  
Using this information is very helpful during real matches; The lighter your opponent's character is the more internal confidence you can give yourself to perform that sweet TKB loop on your opponent so they will be more reliable. That isn't to say you should never attempt TKB loops on heavy characters, but moreso gives you a mental compass as to the risk-reward of performing the additional loop vs the possibility of dropping the combo.
Using this information is very helpful during real matches; The lighter your opponent's character is the more internal confidence you can give yourself to perform that sweet TKB loop on your opponent so they will be more reliable. That isn't to say you should never attempt TKB loops on heavy characters, but moreso gives you a mental compass as to the risk-reward of performing the additional loop vs the possibility of dropping the combo.
==Fighting Axl==
{{MFlag}} <!--This is the little disclaimer banner. Remove it when you start filling in corner route info.-->
===</big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Axl_Low_5P.png |Put I-No in her place
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST Axl 5P Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Axl Low" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
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{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 6
|recovery = 19
}}
===={{clr|1|5P}}====
Axl's {{clr|1|5P}} is by far the most staple lynchpin move in his arsenal and how well your character gets around it is a large determining factor to how easy the match-up is for you in neutral. Axl loves to use this move in many situations as his fastest long-range interrupt, fairly non-committal poke, pre-emptive anti-air, reactive anti-airing, general zoning, IAD shutdown and the list goes on. If blocked you can immediately attempt an aggressive jump option to dissuade Axl from special cancelling, but he can reactively anti-air should he never commit. A relatively universal option is to run at Axl which is usually enough to low-profile {{clr|1|5P}} while approaching, whilst risking getting caught by {{clr|1|2P}} or {{clr|4|2H}} zoning attempts which in turn loses to jumping and IAD approaches. <br>
The risk-reward of beating either {{clr|1|5P}} or {{clr|4|2H}} and getting a clean approaching punish is usually relatively higher than Axl's risk-reward so you always have time to guess and brute force it. However if you don't have access to a run mechanic or have bad movement options in general the aforementioned vague strategy will not work.
If your character is on the shorter end of the spectrum ({{Character Label|GGST|Millia|label=Millia}}, {{Character Label|GGST|Giovanna|label=Giovanna}}, {{Character Label|GGST|Chipp|label=Chipp}}, {{Character Label|GGST|May|label=May}} etc) almost anything you do grounded will make {{clr|1|5P}} whiff, thus eliminating a huge part of Axl's zoning RPS. Really leverage this and force Axl to zone with {{clr|4|2H}} and {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|3|Rensen}}}} to open Axl up to easy aerial approaches.
====Brute-forcing Aerial Approach====
Unlike past Guilty Gears, Axl cannot hit you with air-unblockable normals and anti-airs so it does not cost you any resources (except the RISC gauge) to just jump frequently towards Axl whilst blocking Anti-Air attempts. Watch out for blocked {{clr|3|2S}} into late cancel {{clr|4|2H}} which will catch you low on landing, and make sure to immediately jump again if Axl does {{clr|3|2S}} > {{clr|4|2H}} on air-block to prevent {{MiniMoveCard|game=GGST|chara=Axl Low |input=[4]6S|label={{clr|3|Rensen}}}} or {{MiniMoveCard|game=GGST|chara=Axl Low |input=41236H|label={{clr|4|Mantis}}}} special cancel from connecting. Eventually Axl will miss an anti-air which gives you the free signal to land that counterhit jump-in attack. However, characters with less air options or low mobility in general might struggle to utilise this baseline strategy, and this strategy is highly susceptible to getting air-thrown.
If you ever jump over his projectile and think his {{MiniMoveCard|game=GGST|chara=Axl Low |input=[4]6S 8|label={{clr|3|Soaring Chain Strike}}}} followup will hit you, normal air-blocking will leave Axl incredibly plus to perform guaranteed pressure on you shown here:
[[File:GGST Axl Rensen 8 situation Normal Block.mkv|thumb|none|Ky and Axl both hit 5f normals, but Axl counter hits Ky]]
But if you FD his Up follow-up you will recover from air-blockstun way faster and be able to put Axl at minus frames as shown here:
[[File:GGST Axl Rensen 8 situation FD Block.webm|thumb|none|Ky hits a slower normal than Axl, but still counter hits Axl when he presses {{clr|2|2K}}]]
<br>
This forces the Axl player to always tech the throw in that interaction, backdash or jump.
<br>
This is another way to significantly reduce Axl's zoning RPS and "approach" him easily.
Video explanation timestamped [https://youtu.be/WD0fcFt4S14?t=94 here].
====Spotting Obvious Special-cancel Windows====
Jumping frequently is unironically an important part of fighting Axl, which will force Axl to resort to {{clr|3|j.S}} spamming to keep you out. Whenever Axl presses {{clr|5|2D}}, {{clr|4|2H}} or {{clr|4|5H}} he is forced to special cancel if he wants to further his pressure and not forfeit his "turn". However, jumping forwards the moment you recognize those normals will shut down 3 out of 4 of Axl's special cancels ({{MiniMoveCard|game=GGST|chara=Axl Low|input=41236H|label={{clr|4|Command Grab}}}}, {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|3|Rensen}}}} and {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|3|Rainwater}}}}) whilst losing to a delayed-cancel {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|4|Snail}}}} which puts Axl at -24 if you block this move. If you can consistently block-punish Snail (using moves like {{Character Label|GGST|Sol}}'s {{MMC|chara=Sol Badguy|game=GGST|input=214S|label=Vortex}}, {{Character Label|GGST|Nagoriyuki}}'s {{MMC|chara=Nagoriyuki|game=GGST|input=214H|label=Spin}}, {{Character Label|GGST|Ky}}'s {{MMC|chara=Ky Kiske|game=GGST|input=236K|label=Stun Dipper}}, {{Character Label|GGST|May}}'s {{MMC|chara=May|game=GGST|input=[4]6S|label=S Dolphin}}, {{Character Label|GGST|I-No}}'s {{MMC|chara=I-No|game=GGST|input=214K|label=Chemical Love}}, {{Character Label|GGST|Potemkin}}'s {{MMC|chara=Potemkin|game=GGST|input=[4]6H|label=Hammer Fall}}, etc) and jump over his other 3 options Axl's risk-reward of performing an offensive special cancel will be so terrible that he will have to resort to stagger pressure or leave himself at mild minus frames and hoping to Antiair you with {{clr|3|2S}}.
However, whether you can actually get a punish against Axl's {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label={{clr|3|Rainwater}}}} special cancel off further-spaced {{clr|4|5H}} and {{clr|4|2H}} specifically is slightly more character-specific. Refer to this video timestamp [https://youtu.be/WD0fcFt4S14?t=157 here] for a detailed visual explanation of the above.
You should also not let Axl get away with special cancelling his {{clr|4|2H}} ever, especially at further distances. If you jump he cannot catch you with neither his {{MiniMoveCard|game=GGST|chara=Axl Low|input=41236H|label={{clr|4|Command Grab}}}} nor his Projectile, and {{MiniMoveCard|game=GGST|chara=Axl Low|input=214H|label={{clr|4|Snail}}}} will be too far away to connect unless he reads your IAD. If you have a quick forward-advancing Super you can also punish Axl for attempting to {{clr|4|2H}} special-cancel, and if your super is less than frame 18 startup, you will punish Axl regardless of him special cancelling or not. Video details timestamped [https://www.youtube.com/watch?v=WD0fcFt4S14 here]. Yes, this still applies if you get normal-hit by the long-ranged {{clr|4|2H}}, you will be able to jump both specials still or reversal Super his special cancel gap, but cannot punish him if he doesn't cancel.
====Other Small Knowledge-Checks====
* Punish Axl's reversal Super by blocking the first hit and jumping the second, to get a deep jump-in punish.
* Axl's 6H overhead is -3 on block, so blocking it close allows a guaranteed throw punish. It is also approximately +0 on hit and +1 on crouching hit, so you can conceivably always contest Axl with a 5frame normal or mash throw to defeat him if he ever tries to take his turn after pressing 6H. Video demonstration [https://youtu.be/WD0fcFt4S14 here].
* You can jump over Axl's Rensen Spinning Strike helicopter-looking followup if he does not jail into it from the initial projectile. Don't down-back and block waiting for the vacuum to pull you in, jump and/or airdash and let the vacuum bring you in to punish him!
* Don't be scared if Axl ever installs Time-stop against you in neutral or infront of you immediately. He suffers 22 frames of lag after the install which gives you a sizeable window to contest for pressure and possibly hit him, making him waste 50 meter.
* On the other hand, if Axl does land a time-stop, combo or otherwise, DON'T BURST during the timestop effect. You will burst frame 1 when timestop ends and the majority of the time it will not work.


==Navigation==
==Navigation==
<center>{{Character Label|GGST|Axl Low|45px}}</center>
{{GGST/Navigation|British = 1}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 10:25, 6 December 2023



Overall Strategy

Gameplan

At mid-range, challenge the opponent's ground approach with 2/5K, f.S, 2H, and j.S, and punish aerial approaches with 5P, 6K, or 2S. j.P and j.K can be used to challenge the opponent's aerial movement as well.

End ground combos with SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24/BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22/OTG 2H to force the opponent to long-range, and toss RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 to force them to respect you fullscreen, mix with the S followup, and keep throwing moves at them until you think they're ready to approach. Then either preemptively throw out your buttons again or try to react to what they do.

Be prepared to occasionally get close to your opponent and either try to bait them into do something commitful with either IAD back j.S or RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3, or start your own close range pressure with 2K, c.S,or throw.

Neutral

Many of Axl's moves are high-commitment - a wrong guess can put you in an unsafe situation. Pay attention to whether your opponent tends to keep to the ground or take to the air, and cover ground approaches with 5P, 2P, and 2H, and air approaches with 6K and 2S.

j.S is a versatile attack that can be used as a keep-away tool while jumping back, or to keep the opponent locked down while jumping or air dashing forward for more pressure.

6H can be used to preemptively call out jump attempts out of your pressure in the corner. If the opponent blocks this normal correctly instead of trying to jump out, you are screwed due to the opponent at worst, getting a throw and at best, getting a punish combo, (only  Sol and  Chipp can punish with a combo) It's a very high risk button.

f.S is a strong poke to use if the opponent is conditioned to stay grounded- if they jump or go low-profile, it can be beaten easily, due to its 19 frames of recovery. This move is great on block due to being able to gatling into 2H and start RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 zoning from mid-range. This then forces the opponent to start dash blocking to gain space on Axl.

Regarding your anti-airs:

- 5P is your "lowest anti air" - it covers a small angle upwards. In some matchups, this button is useful everywhere. In others, it can feel hard to use effectively. On block or hit, cancelling to RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 into CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10] is almost always safe and can be very rewarding if the confirm lands and you have meter due to being able to confirm into One VisionGGST Axl Low 632146P 2.pngGuardAllStartup8+1+0Recovery11Advantage0 even if you did not install it beforehand. Always try to incorporate this into your anti-air game.

- 2S is the anti-air Axl is most infamous for. On CH (sometimes even on non-CH), you gain a massively rewarding combo (for Axl standards), but on block, doesn't lead to much except a lot of RISC gain for the opponent if you cancel into 2H to catch their landing. The weakness of this button is that it tends to trade a LOT, so watch out if you're low on health. This button is also great to use after 2H to bait the opponent into jumping over RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9

- 6K is a weird one. It covers the middle angle between 5P and 2S, but has no reward on non-CH or block. Use it only occasionally to sniff out opponents trying to be either really predictably aggressive or tricky(trying to bait your 2S/5P)

- 6P is a button most Axl players forget about. Don't be most Axl players. You should use this to catch very fast air buttons that can be hard to 2S, or are scared to trade with 2S because you're low on health. If you need a button to react quickly to a jumping opponent, it should probably be 6P. Just be mindful you get very little reward on hit.

- 5/2K are honorable mentions. Against certain setups, 5K can be a great anti-air that can lead to very rewarding damage, while 2K is secretly the "best" anti-air in terms of potential safety. It low profiles to whiff against or trade with too many air buttons in the game for Axl players to not call this an anti-air.

Close Range

5K, 2K, and c.S should be your go-to close range starters. Axl is not a mix-up machine so the basic high-low and throw mix-ups apply here - 5K, 2K, or c.S into 5D or 2D, a tick throw such as 2K > Throw. A gatling into 6H can surprise the opponent with an overhead and grants a combo on counterhit, but it can be interrupted and is minus on normal hit and block. Your jump cancellable normals, 5K/c.S, can lead to even more options on block. You can choose to IAD backwards to take the space, RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 early in the string to cheat out plus frames, or incorporate a high/low mixup. IAD backwards j.S is not a good mixup. Only use it to make space. Ending with RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 can return you to a mid-range spacing, and also has the opportunity to catch the opponent in a counterhit ex: RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 > 5P > RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 If you want to maintain close-range pressure, jump cancel with a forward jump and do j.H for an instant overhead, which can be confirmed with meter, or delay it a bit to make it a true blockstring with j.D. If you delay the j.D, however, you can get even more plus frames. Do it at your own risk.

Axl has several frame traps with his gatlings. The most common ones are 5K/2K > dl.2D c.S > dl.f.S (> 5H) , and anything into SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24. Use these frametraps to threaten your opponent. If they're expecting another button of your blockstring, you can simply try to restart your pressure with the start of your string again. Then you can incorporate some of the pressure described above. If you can read a backdash, confirm with a c.S for an easy BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 punish, hopefully leading to huge corner carry or a wallbreak.

With meter, c.S > jc > 66BRC can lead to some trickier strings such as c.S > jc > 66BRC > j.D > 2K, or c.S 66BRC > crossup j.D (requiring the 66BRC to be performed slightly later to allow air dashing over the opponent). On hit, c.S > jc > 66BRC > BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 > c.S > Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 is great corner carry that can lead to wall combo if close enough.

Okizeme/Setups

Rensen (8) and Axl Bomber are the two primary methods of creating an okizeme situation.

Rensen (8) knocks the opponent down at point blank range where you can start close range pressure. After landing this move, OTG close slash 8IAD cancelled into j.H is a consistent safejump starter, which thanks to the nerfs to reversal speed can now cover all invinsible reversals in the game, with the exception of parries such as Baiken's hiiragi.

Rensen (8) can also be used as a sideswitch if you're cornered. Even better, it can lead to an ambiguous crossup meaty. The route is [whatever] > rensen(8) > jump over them > land > 2K.

Axl Bomber also causes a knockdown which allows enough time to move in for a setup, which is a reason to use TK Bomber as an ender rather than Snail if you want the okizeme opportunity. For example, c.S > TKB, or with meter, c.S > f.S > 2H > Snail > 66RC > c.S > TKB.

6H or IAD j.H are decent overhead meaties to use on opponent wakeup. On meaty hit, 6H becomes plus and can combo into c.S or 5K for example. 6H meaties can be auto-timed in a variety of ways, such as off a Throw knockdown > microdash > 6H, or far Mantis > double T-Bag > 6H (not joking). Video evidence here. This strategy is very weak to wakeup backdash, so be weary of it.

It should be noted that in general, all situations where you can land a 2H OTG guarantees a meaty rensen from fullscreen. This is insanely powerful since it reliably can reset the opponent back to fullscreen off of any combo that goes into 2D (Yes, even your abare 5/2K!!!). Even after a TKB, you can get a dash 2H > Rensen in. No timing required either! Just cancel the 2H OTG into rensen and enjoy the space.

In some matchups where your primary goal is to get out of the corner, you can safejump from fullscreen using uncharged winter cherry ([4]6S ~ S > run > IAD > j.S). You don't get much pressure off of it from that range, but you get good distance from the corner.

Defense

Use Yellow Roman Cancel (YRC) to stop opponent pressure. Use Faultless Defense to gain space.

The most important thing to do when cornered is to be patient and block. Make use of Faultless Defense to push the opponent back to find an opening to counterpoke with 5P, to jump and counter with j.H or j.S, or to jump and air dash out. Faultless Defense after jumping if you anticipate being challenged in the air and try again. Challenge the opponent's IAD attacks with 6P. Don't be predictable with how you try to escape corner pressure - you may block several strings before finding an opportunity to escape. 2K: Axl's 2K is not only Axl's fastest button that puts him on par with all 5F jabs, it is also the most noncommittal low-profile moves in the entire game, while still having a stupid amount of low profile value. Certain setups, jump-in normals, plus special moves can all whiff hard on Axl's 2K, allowing you to either trade with them, or punish with a throw. If you think a move is too strong, but it looks 2K-able, try it! You will be surprised.

Use of Tension

General

Note: This section is currently based on one Axl's conjecture - please contribute to the topic.

As mentioned in the previous sections, your Tension is best used for Sickle Storm (236236H), Faultless Defense as your way of getting out of pressure, and occassionally to enable your mixup potential.

Faultless Defense pushes opponents further away on block, negates chip damage and risc gain while blocking. Now that it costs less meter per hit and is more consistent with its own button, it is extremely important to know when and how to use FD effectively.

Sickle Storm is best used on wake-up to punish meaty attacks and break the wall. Since they can react to the super freeze and block if they dont go for a meaty, you want to be really careful and predictable using this move. Breaking the wall with Sickle Storm nets you high damage in the corner, and most importantly gives Axl a safejump opportunity (8iad j.h works automatically) after the wallbreak to run his offense in positive bonus.

Finally, axl can use Roman Cancels to make his otherwise weak mixups much more rewarding: C.s jc j.h 22rrc is a way for axl to gain reward and stay advantagous on block while using his rising j.h as an instant overhead. you can go to a c.s 6239h and convert into big damage if near thr near the corner. Axl can use the jump and dash cancels on his c.s and 5k to give him strong advantage and enable uniquely powerful blockstring and combos using Blue Roman Cancel. Finally, you can use RC or One Vision to extent your combos and deal big damage if you can end the round quickly.

Roman Cancel

There is something to be said about raw non-drift Blue Roman Cancel (BRC), Purple Roman Cancel (PRC) and Red Roman Cancel (RRC). Their uses are very situational and most of the time not worth the meter. The reason why they are this way, is mostly due to the nature of Axl's entire kit and his character archetype. Most of Axl's moves are intended to push the enemy character away, which seldom goes along with the new changes to Roman Cancels introduced with Strive. The slowdown and, for example, the follow-up knock-back effect from a Red Roman Cancel require you to be in close proximity to the opponent. In previous games from the Guilty Gear Series, such as AC+R and Xrd Rev2, the slowdown effect was quite long-lasting and also effected the entire screen, regardless of your proximity to the opponent, which meant that moves such as Rensen ([4]6S) could be Roman Cancelled meaningfully even at full range into entire ground-to-air combos. In Strive, however, Rensen ([4]6S) can't be cancelled into anything meaningful without a follow-up like Winter Cherry ([4]6S-S) or Soaring Chain Strike a.k.a. Rensen ([4]6S-8). Realistically, the only combo opportunity from Winter Cherry ([4]6S-S) is what the community affectionately calls The Double Cherry Sundae. As you can probably see, any Rensen ([4]6S) combo, which costs you 50% of your Tension metre only nets you ~95 damage on average, which is almost half of what you would get from a generic starter c.S or 2K combo. The issue is twofold: Use of Roman Cancel as an offensive tool is very limited by range, and the damage proration (net combo damage reduction) from the act of Roman Cancelling only serves to make the use of metre completely and utterly pointless outside of very niche situations where you need just a little bit more damage to close off the round. At max-range, a useful "guard-breaking combo" is a Purple Roman Cancel (PRC) quickly after Rensen ([4]6S), which turns it into a projectile, with useful properties in neutral. The ability to cancel a Roman Cancel with a special move, allows for us to input a Winter Mantis (41236H), which will command grab anyone who blocks the projectile flying towards them, and with proper timing can even grab some attempts to Instant Air Dash (IAD) over the projectile. This is similar to using Xrd's Yellow Roman Cancel to do much the same, but with the added benefit of a command grab that comes from the back, rather than the front.

Drift Roman Cancel

On the other hand, let us consider Roman Cancel as a mid-range option with a move such as Snail (214H). A sample combo would be: 5K > 2D > 214H > 66.RRC > 5P > [4]6S-8 > c.S or c.S > f.S > 5H > 214H > 66.RRC > 5P > [4]6S-8 > c.S. Both of these combos only work if one performs a so called Drift Roman Cancel (66RC) (more general info here), in this case a Drift Red Roman Cancel (DRRC) - in this case a 66RC, i.e a dash, towards the opponent, followed immediately by a Roman Cancel. Using a regular Red Roman Cancel (RRC) would result in the combo dropping, as the opponent would not be effected by any of the beneficial elements of a Red Roman Cancel (RRC). The reason why this may be an issue is that doing that after Snail (214H), which finishes in a 4 input, requires a somewhat unintuitive double tap forward (i.e a 466 motion). This may be somewhat alleviated by the use of the Dash macro in tandem with with the Roman Cancel macro, which you can now configure as their own separate buttons, as otherwise you would be forced to press the dash button as well as three other unique buttons to perform the motion. Let me remind you that you also need to begin charging for Rensen ([4]6S) immediately after in order to make the cancel worthwhile, effectively turning the input into 466[4]6. Needless to say, making effective use of metre while also pushing the offensive also requires somewhat good execution and dexterity. Some shorter permutations on the combo starters are possible in order to make use of the benefits of a non-drift Red Roman Cancel (RRC), but result in a net loss of damage, as you are effectively mission out on hits not effected by the Roman Cancel's damage proration, as they are prior to the cancel itself.

There is a route from mid-range which relies on a 66RRC after a successful Snail combo ender, after which a short dash is performed followed by 5P > 6H, which results in a wall bounce. With proper spacing the opponent can be hit with 5K > 6K > Snail, after which they will be stuck to the wall and you have a free choice of moves to wall-break with. The full string can be as follows: 5K > 6K > 214H > 66RRC > 66 > 5P > 6H > 5K > 6K > 214H > 5P (WB). [Video] 6K and onwards can be substituted for a TK Bomber finisher for more damage, if one is confident in their execution.

At close range, the common option is doing a Drift Roman Cancel (DRC) from a j.H safe jump or instant overhead. One uses the 22.RRC variation, resulting in a downwards drift, which allows for any combo starter. The benefit here is that if the hit is blocked, the cancel will most likely result in a Purple Roman Cancel (PRC), which can allow you to get out of the messy situation you've gotten yourself into and try to reset into neutral. On hit, it can result in some of the most highly damaging Axl combos, such as the beginnings of a TK Bomber loop or a simple 5P > [4]6S ender.

Conclusion

Suffice to say, all of this should generally paint the picture that there are two, if not three, viable situations in which an aspiring Axl can, with great difficulty, utilise a non-drift Roman Cancel to some amount of success. Most other characters, except for perhaps Faust and Nagoriyuki, seem to be spared from such considerations.

Charge Cancel Roman Cancel

Despite the comically long name, this allows charge characters to effectively remove the need for holding a charge in specific combo routes. The inputs allow one to do the equivalent of 5P > 4RRC > 46S, rather than [4]6S (the brackets, signifying holding the direction).

In terms of usefulness of this tech regarding Axl himself: He never uses this specific tech. If you made a mistake in a combo and need to patch it up with rensen it can work, but as of today there are zero practical uses for this specifically for Axl.

For more general system information on the topic, see here.

One Vision vs Roman Cancel

One Vision, to some players, might seem like a tool used over RC because of the unique combos and corner carry that you can get out of it. Others might see it as only really a unique combo tool that can confirm into wallbreaks whenever Axl can. In reality, One VisionGGST Axl Low 632146P 2.pngGuardAllStartup8+1+0Recovery11Advantage0 does have its uses outside of combos and within combos that are very useful. The most notable thing about One Vision is the fact that once it hits, the opponent is not allowed to burst. This is really powerful not only to make sure combos land the way you want to, but it can also be used to end a round without the fear of bursts!
Outside of combos, One VisionGGST Axl Low 632146P 2.pngGuardAllStartup8+1+0Recovery11Advantage0 can have its uses ever since they allowed us to super cancel into the install. The most notable thing is being able to confirm off of instant overhead j.H as shown in the combo recipe(s) below. However, it can be used to frametrap as well. Remember that One VisionGGST Axl Low 632146P 2.pngGuardAllStartup8+1+0Recovery11Advantage0 hits full screen quickly, which means that it can catch IAD attempts, jump startup, and certain characters' dash startups.



That being said, One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage- is not a super to be spammed outside of combos, and even some setups, because there is more risk putting yourself in the install and potentially not being able to cash out versus the instant reward of an RC. One other thing to note though is that with some creativity, not many players can expect what might happen while you're in the one vision install. They might play or act differently, and you can adjust accordingly. Overall, never forget One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage-'s uses outside of combos or try potentially putting it into combos in order to make them even more burst safe! But be careful, because if your One VisionGGST Axl Low 632146P 2.pngGuardAllStartup8+1+0Recovery11Advantage0 doesn't hit, it's a wasted super.
Here are just a few examples of using One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage- for a mixup oppourtunity.



Training Recipes
Name Recipe Number Difficulty Notes
PC
Onevision Instant Overhead Oki 45306 Easy Axl will do a hard knockdown into Onevision install, a meaty c.S, and then into j.H into a Onevision activate.

Frametraps

Axl only has a few types frametraps to note:

  • Any gatling with a reasonable delay ex: c.S > f.S
  • Most gatlings into SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 ex: 2D > 214H
  • RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 into a long range or short range button ex: 214S > 2H/2K (Depends on range)

It's hard for Axl to frametrap by the conventional means because he only has one + on block move, RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3.

After having the opponent block rainwater, most of Axl's buttons will still not reach with the moves vacuum effect. But a close range RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 has the possibility of catching jump startup with Axl's 2K. If hes is too far out for this, then he will be forced to use buttons like f.S and 2H.

What's particularly risky is that SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 is horribly negative on block, so choose how deep you want to go in strings wisely.

Axl has the ability to gatling his j.H into j.D, Axl can use that in order to frametrap, but it's mainly used as a safe blockstring.

Blockstrings

The deal with Axl's blockstrings is that he has no true way to safely end a long blockstring. Unlike other characters who can end their pressure with a safe move, Axl can only end his pressure with a safe move with the first hit or two of a true string. As for his special moves that seem like the go-to blockstring cancels:

  • Snail (214H) is very risky to end blockstrings with, as most if not all characters can punish it in reaction to blocking it.
  • Rainwater(214S) and Rensen([4]6S) are very weak to the opponent simply IAD'ing towards you.

The key with Axl and his blockstrings, then, is to either end the string early and go for a pressure reset or take a risk at the end of a blockstring with a snail/rainwater/rensen, with an attempt to read a jump, dash, or mash.

If you decide to end a string early, use his jump cancelable normals (5K and c.S) to threaten the possibility of jumping backwards to make space. With this threat, you can also let it rock and not jump cancel it in order to mix it up by running in and doing another button or throw them. It should be noted as well that you can perform a blockstring using jump forward j.H > j.D. It's approximately +8 or so, but leaves you at a distance from the opponent.

If you decide to RPS with his special moves, it can feel like a modified RPS. Here are some of the scenarios:

  • You special cancel into snail. Loses to blocking. Wins against mash and jump.
  • You special cancel into Rainwater/Rensen. Loses to jumping and some mash moves. "Wins" against blocking and some mash moves.
  • You do nothing where you would normally special cancel. Loses to mashing. Wins against blocking and jumping (assuming you can anti-air)

It cannot be stressed enough how much sometimes, doing nothing is the best thing to do when doing strings as Axl. Axl heavily relies on his opponent being threatened by being stuffed out by a long-range move, whether it be an anti-air, snail, rainwater, or anything else. In order to get there, you have to sometimes not do anything and react to what your opponent does.

Mixups

You can get a fuzzy mixup from j.K in multiple ways shown below.

These mixups are powerful because they are very hard to react to, and have to be blocked based on reads from the opponent.

Training Recipes
Name Recipe Number Difficulty Notes
PC
BRC Fuzzy Setup High 45307 Normal Axl will do c.S > 66BRC into the high j.K fuzzy. This version allows for a metered conversion into a full combo or any j.H jump-in combo starter. Can be canceled into j.623H, but only loops in corner. Axl is not able to be punished by 5f normals even if this is blocked.
BRC Fuzzy Setup Low 45308 Normal Axl will do c.S > 66BRC into the low j.K fuzzy. This version allows for a Snail finisher for potential metered conversion at mid-range or Rensen near corner for potential [4]6S-2 oki.
BRC Fuzzy Setup Low Max Damage Starter 45309 Normal Axl will do c.S > 66BRC into the max damage low j.K fuzzy. This version allows for the most damage, as it can be canceled into a TK Bomber. It also allows for a conversion into a j.H safe-jump.

Getting j.K in the first place can be an unreliable situation to account for, hence most Axls rely on jump cancelling 5K or c.S into a Drift Blue Roman Cancel (66.BRC). This is possible because at the point of jump cancelling a normal, a character is not within a move's active frames (hence no Red Roman Cancel (RRC)) , nor within a move's recovery (hence no Purple Roman Cancel (PRC)).

For most intents and purposes this fuzzy is practically a metered option, but if you somehow get the situation without having to spend the tension, more power to ya. [Video]

Move-specific Tips

Rensen + Its Followups

Rensen's Followups aside from Cherry are VERY SITUATIONAL in neutral.

Rensen 8, if used recklessly, can drag your opponent right to your face, which is not what you want in most matchups.

Rensen 2 can be jumped out of on reaction, has an awkward hitbox, and is pretty minus on block.

Regardless, here are some tips and tricks regarding all of rensen's followups:

  • Rensen 8 is your fastest "out of rensen" option from fullscreen, not cherry. You can use it if you need that extra bit of speed.
  • All of Rensen's followups can be done even if a projectile consumed the original rensen's hits (e.g. projectile supers, nago clone, ram sword)
  • Rensen 2 allows you to hold it to extend the duration. You can also choose to let it end early by letting go of down. This can help recover in time if your opponent decides to do a late jump, maybe even anti-air them!
  • Some characters can blow you up for doing delay cherry. You can always choose to not do a followup after any rensen and then throw out other moves in order to force your opponent to mix up their approach.

Sidenote: Rensen Sickle Storm

As of the 1.18 balance patch, some characters are able to kara cancel the startup of certain special moves into supers. For Axl, this means that he can cancel either his rensen 2 or 8 into super, even on whiff! How this could be implemented is that you can easily kara cancel rensen 8 into sickle storm (inputs: [4]6S > 2362369H). In theory, you could use this to cover a missed rensen with super, but this requires very tight execution. Not many Axl players have implemented this into their game yet, but know it is possible!

TK Bomber

Your First TK Bomber

If you're having a hard time with TK Bombers try to focus on one thing at a time, be that the initial cancel from c.S/5K, the TK motion itself, the link to c.S/5K after that or the second/third TK Bomber in the sequence. What is important to know is that the whole idea of the TKB is to jump-cancel the c.S/5K normals, so be patient and wait for those to play out a bit, otherwise you're likely to get unwanted Winter Mantises, 2Hs or 6Hs. There is the alternative situation where you might be getting j.H instead, which likely means that you are getting the jump cancel timing somewhat right, but your TK motion is still slow, so speed up those inputs, speciffically, reaching the 2 and 3 earlier. After you've gotten the basic timing down, you should be able to do at least one TKB. Don't rush to TKB loops, their alure also hides madness. Practice just hit-confirming in your matches with c.S/5K > TKB for now, until you get the hang of it. If it helps, you could also do the TK motion raw in training mode. A cool and somewhat practical combo is to use One Vision and then do two raw TK Bombers on the training dummy, as time is stopped. Keep in mind that you will have to change the direction of the input for the second TK Bomber, as you will have crossed up. This should give you a fair amount of practice on both Player 1 and Player 2 side.

Stringing Two TKBs Together

Once you've started feeling yourself and are confident that you have mastered the single TKB, you will likely want to move into the corner, where all glorious Axl twitter clips are forged. The first thing you will need to realise about starting a TKB Loop is that your execution needs to be somewhat on point. Guilty Gear -Strive- has a somewhat generous input buffer, but that can be a blessing and a curse. At the core of a TKB Loop is the necessity for the first TKB to have started as close to the ground as possible. This ultimately means that the timing and the execution need to be tight and tidy, because if Axl jumps a little bit too high, that results in effectively higher recovery on your Axl Bomber, as Axl needs to fall down longer before he can start another c.S/5K, for which he needs to be grounded. Minimising that recovery means that the subsequent TKBs become easier to perform. I will refer to this as a perfect TKB. A simple visual aid is to hit 5K or c.S roughly whenever the opponent is at the level of Axl's headband. Note that depending on which normal you chose, the cancel window for the following TKB will be different. You can read more in the Advanced Combo Theory section in the Combos page, but the gist is c.S is slower but more lenient, while 5K is faster, yet tighter. In time you will learn that different normals are better at certain heights, but that is another topic. Another visual aid may be that Axl has reset to his idle animation for a split second after landing from a TKB, meaning he's ready to press buttons. An audio cue that may help you with your timing is Axl finishing the Axl Bomber voice-line, as the timing in the Japanese dub is pretty close to the link timing from what I've noticed. If you're getting the c.S/5K link, but are struggling to get the Bomber out, refer to the tips at the beginning of the first paragraph. A beginner-friendly technique is to hover your hand (or finger) over the stick (pad, analogue, etc.) until you see the c.S/5K link connect, after which you can start doing the TK motion. This should stop you from rushing to make inputs before you've even confirmed if the normal has connected. The Combos page has a few [4] Hard difficulty TKB loops, which substitute the third repetition with some other type of finisher. Familiarise yourself with those, until you are comfortable doing two reps of TKBs. They are more than adequate and are often safer in competitive play, as they secure the Positive Bonus from a Wall-Break, while minimising the risk of dropping the TKB loop, at the expense of a less than significant amount of damage.

Effects of Weight Class

A side note is that the weight class of your opponent plays a very real factor in the execution of TKB loops. The lighter they are the more lenient your Bomber loops can be; In fact, if you try TKB combos on Millia (for example) in training mode you will notice it is possible to have very sloppy and late TK Bombers and still get double or triple Bombers in a single combo. You will also notice under the Notes section of some combos in the Axl Dustloop Combo page making mention that the combos are more difficult or flat out impossible on heavy opponents (i.e. Potemkin, Nago etc). This is simply because the lighter your opponent the higher they will fly from your TK Bomber, which allows you more leniency to perform your next grounded link (be it c.S or 5K), which in turn gives you more time to perform the TK Bomber input as they don't need to be "perfect" as you have more allowable frames of recovery before your next relink. Using this information is very helpful during real matches; The lighter your opponent's character is the more internal confidence you can give yourself to perform that sweet TKB loop on your opponent so they will be more reliable. That isn't to say you should never attempt TKB loops on heavy characters, but moreso gives you a mental compass as to the risk-reward of performing the additional loop vs the possibility of dropping the combo.

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