GGST/Axl Low

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Overview

Overview

Axl is a long range specialist who uses massive attacks to control the pace of the match. He is tricky, oppressive, and requires a sharp mindset to utilize well.

Axl uses many long-ranged attacks to cover massive sections of the screen and stifle the opponent’s approach. Against grounded opponents, 5P, 2P, f.S and 2H make for excellent space control tools. Foes that approach from the air can reliably be swatted away with large anti-airs, such as 6K and 2S.

Rensen is a full-screen special move with multiple follow-up options. Rainwater allows Axl to retreat and attack simultaneously. Patient opponents can be opened up by employing his command grab, Winter Mantis, and instant overhead j.H. Once open, Axl dishes out high damage with TK Bomber loops. Resetting to neutral is usually preferable for Axl, as his close range okizeme setups, while good, are inferior to his mid-range options.

Axl’s weakness is his defense. Due to his generally high whiff recovery, knowledgeable opponents can bypass his long range pokes, such as by dashing under 5P, and get in with seemingly no recourse. While his toolkit is beginner friendly, intermediate and advanced players will rely on match-up knowledge to succeed. He also requires good fundamentals, as he’s reliant on conditioning and reads to disable the enemy offence.

If you want to control the neutral at the touch of a button, but also enjoy having the option to flaunt your execution so hard you turn your opponent into a highlight clip, Axl is for you.
Playstyle
Axl Low , classified as a Long Range type, is a long range attacker who can take opponents down at a distance.
Pros Cons
  • Zoning: Unusually long-reaching normals allow Axl to easily control big parts of the screen with the press of a button. He also has Rensen to push opponents out and a command grab to punish opponents conditioned to sit on the ground at range.
  • Anti Airs: Axl has great control of airspace with long-range normals and special moves, leading into meaty Rensen and pushing the opponent back to fullscreen on hit. These complement his already great grounded buttons to make approaching him a nightmare.
  • Great uses of meter: Axl has some particularly useful uses of meter that can help him compensate for some of his weaknesses: his time stop super enables him high potential damage from particular starters, and by using different types of Roman Cancels, he can get notable reward from his instant overhead j.H.
  • Zoning? The long range of his normals lead to him having a weak up-close game that leave him open or vulnerable in certain situation with a weak ability to survive scrambles.
  • Damage: Axl has has some of the lowest average damage output in the game. Unless he has meter to spend and the opponent is cornered, his hits will either lead to a short basic combo or nothing at all.
  • Commitful Neutral Options: Rensen has notably long startup, command grab has extremely long recovery, and all his long range normals control very specific parts of the screen, with below average startup and recovery. This means that throwing out normals without care is much more likely to get Axl whiff punished, having to play very carefully.
  • Weak Pressure: Weak offense is an unusual drawback to have in Strive, but Axl suffers from it. He has trouble getting meaningful damage from frametraps and doesn't have a strong reset option to disincentivize wary opponents from blocking. In addition, he completely lacks a safe blockstring ender that can't be interrupted, making it very difficult for him to end pressure safely.
Axl Low
GGST Axl Low Portrait.png
Defense:1.08
Guts Rating:1
Prejump:4
Backdash:20/1~5 strike invuln/1~15 airborne
Weight:Normal
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2K (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.236236H (12F)

GGST Axl Character Guide

Normal Moves

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [52] All 7 6 19 -11 -
Total: 31
  • Covers an absurd amount of space for a 5P.
  • Consistently will combo into Sickle FlashGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
    against airborne opponents.
  • Damage value increases at max range.

An important button to master using as Axl. 5P controls a large amount of space for a 7 frame normal, at the cost of higher recovery and a hitbox that will go above characters in many situations. Always creates a large amount of distance between you and your opponent on hit, and can lead to impressive One VisionGGST Axl Low 632146P 1.pngGuard:
-
Startup:
5+30
Recovery:
-
Advantage:
-
conversions with meter.

  • Whiffs on crouchers and people running at Axl (Except Zato and Goldlewis at some ranges).
  • Can whiff on specific characters standing still at a distance, particularly Baiken, May, and Giovanna.

Gatling Options: 6P, 6K, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 6 3 11 -2 -
Total: 19
  • Quick & safe close-range poke in neutral.
  • Jump cancel enables an Axl BomberGGST Axl Low j.623H.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until L+7
    Advantage:
    -22
    punish for -6 moves like Leo's Erstes Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Erst.pngGuard:
    All
    Startup:
    12
    Recovery:
    20
    Advantage:
    -6
    .
  • Great anti-air vs low airborne moves like Ky's Foudre ArcNo results or I-No's Hoverdash.
  • Excellent Bomber loop enabler where c.S is sometimes too slow.

The sheer amount of options off of a blocked or hit 5K make this a staple of Axl's neutral gameplan. Jump cancel into j.H > j.D to somewhat safely advance, cancel into 2D to make space, stagger with another 5K or f.S, or catch your opponent off guard with a dash cancel throw or tick throw.

Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 8 6 12 -1 -
Total: 25
  • Combo and pressure filler.
  • Can be used OTG (followed by IAD or dash cancel) to auto-time a j.H safejump or meaty c.S.
  • Great anti-air for where it hits due to its reward and safety.

The centerpiece of Axl's up-close pressure. On block, c.S threatens strike/throw, an instant overhead j.H, or a return to mid-range zoning with RainwaterGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
or jump-cancelling into IAD back j.S.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 10 3 19 -8 -
Total: 31
  • Fast, safe, and disjointed mid-range poke.
  • Low enough to hit basic low-profile hurtboxes, such as Axl's own 2K
  • Will still lose to 6P and better low-profile special moves
  • Good whiff-punishing tool

Even though it doesn't extend as far as some of Axl's other pokes, it is extremely safe on block or whiff and covers a space that his other normals are too slow to cover.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
48 All 16 4 19 -4 -
Total: 38
  • Insane amount of pushback.
  • Ground bounces on air hit, sometimes linking into 5P in the corner.
  • Unreliable anti-air.

Mostly used as either combo food or a frametrap tool. At -4 and with large pushback, 5H is essentially a return to neutral on block. 5H is probably best used in place of 2H when 2H would be too unsafe. Can work as a counterpoke occasionally.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 45 High 20 6 23 -15 -
Charged 56 High 28 6 23 -10 -

Axl has an otherwise normal 5D with a mild anti-air hitbox.


Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. Can be gatling from 5K, 2K, or c.S for a mixup.

Overshadowed by j.H, which is a more flexible, safer, and faster button.


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Can be used for a strong burst punish or a cheeky roundstart, since its range can counterpoke moves that whiff at roundstart range.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
Uncharged 80% 2 Mid 0 1125 3000 700 (900) 60% - -
Charged 100% 4 Mid KD 1875 1500 700 (900) 60% - -

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
  • Wall damage if opponent is touching the wall: 900


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • Wall damage if opponent is touching the wall: 900

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 [39] Low 10 4 21 -13 -
Total: 34
  • Damage value increases at max range.
  • Does not hit the floor. Will lose to I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    16
    Recovery:
    15
    Advantage:
    -7
    and Sol's Night Raid VortexNo results

Frankly, not a good normal. Outclassed by 2H at any distance it might be worth using, as it carries the same risks as using 2H but has far worse conversions. At very close ranges, 2K should be used as a defensive tool instead.

Gatling Options: 6P, 6K, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 5 5 11 -4 -
Total: 20
  • Absurdly strong abare due to its low profile and high reward.
  • Can cleanly beat other abare that gets low profiled like Ky or Nagoriyuki's 2P.
  • Excellent check in neutral against low-profile moves like Stroke The Big TreeGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    28
    Recovery:
    16
    Advantage:
    -2
    , Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
    All
    Startup:
    15~31 [32]
    Recovery:
    32 [26]
    Advantage:
    -17
    , or Elk HuntNo results.

Axl's infamous abare option. Abuse it until your opponent shows you they know how to stop it.

Among all of his high-commitment pokes like 5P or 2H, dash block 2K fills a role in Axl's kit as a low-duration, safe neutral option. It's hard to whiff punish, will intercept slower moves for a decent combo, and can whiff under airdashing opponents for a rewarding c.S anti-air.

Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 [45] All 9 10 23 -16 -
Total: 41
  • Fast & disjointed anti-air hitbox.
  • High reward on air counter hit.
  • Will almost never hit a grounded opponent.
  • Damage value increases at max range.

Axl's optimal anti-air for lazy airdashes. Become very comfortable with this normal's hitbox, as well-spaced airdash approaches or sluggish reactions on part of the Axl player can make it whiff. Characters with fast airdashes and/or crossup air buttons like Jack-O' or Giovanna sometimes give this button too much trouble, in which case a few well-placed air throws should put an end to their tomfoolery.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 [58] Low 11 9 26 -18 -
Total: 45
  • Nearly fullscreen heavy low attack.
  • Hits low profile moves.
  • Damage value increases at max range.
  • will combo into RensenGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -19~-9
    [4]6S on counter hit.

A character-defining move essential for Axl's ground control. This normal will make many players take to air approaches because of its sheer influence on the floor. Don't overuse it, or you will be unable to capitalize and anti-air your opponent.

OTG 2H > Meaty [4]6S is Axl's most important okizeme option, especially against slow characters, or without meter to secure or amplify a threatening close-range offense.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Low 10 6 17 -9 -
Total: 32
  • 10f low with decent range.
  • low compliment to instant j.H.

Good when used raw in neutral to fish for counter hits, or when buffered behind 5K/2K to fish for a knockdown. On offense, it is important to represent this move if your opponent is cognisant of your instant overhead j.H.

2D knocks down at a desirable spacing for OTG 2H > [4]6S, an important okizeme setup for Axl.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 12 5 18 -13 1~4F Upper Body
5~12F Above Knees
Total: 34
  • Legally required 6P.
  • Launches far forward on hit.

Axl performs a gut punch. Due to the small launch and inability to cancel into Rensen, 6P has almost no reward compared to Axl's other exclusive anti-airs. Although sometimes necessary for dealing with certain problematic air buttons, one of exactly 5P, 2S, or air throw should be used ideally for up-close situations.

As with any 6P, it is potentially useful as a counterpoke, although the long recovery often makes it too risky in neutral.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [52] All 11 5 25 -13 -
Total: 40
  • Whiffs crouching.
  • Damage value increases at max range.
  • It wall bounces and launches opponents lower. that gives it some utility as a combo filler in the corner but makes it not very good for combos midscreen.

Anti-air that hits around IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. height. Also work as a combo tool in air juggles, as it can go into Winter MantisGGST Axl Low 41236H 2.pngGuard:
Ground Throw
Startup:
28
Recovery:
34
Advantage:
-
(41236H), or RensenGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
([4]6S) when you are close enough to the corner to get a wall bounce.

Generally unrewarding when used raw in neutral and is terrible on whiff. The risk-reward of this move can be tricky to gauge, but never forget this part of your anti-air toolkit.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
54 High 27 9 13 -3 -
Total: 48
  • Goofy overhead.
  • Advances very far forward.
  • Gives a wallbounce on airborne hit in corner.
  • Cannot be special cancelled.

Axl's other overhead. If it connects deep as a meaty, it can link into 5K or c.S. Also used in some corner combos. Best for mentally damaging your opponent a-la Faust 6HGGST Faust 6H.pngGuard:
High
Startup:
25
Recovery:
44
Advantage:
-34
.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 [41] High 9 4 23 - -
Total: 35
  • Damage value increases at max range.

A very safe move to throw out. IAD back > j.p covers people jumping in and is hard to punish

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High 8 3 16 - -
Total: 26

Axl's fastest air button making this the preferred normal in close range air-to-air situations.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 [41] High 14 4 18 - -
Total: 35
  • Damage value increases at max range.

Use this a lot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup, which lets you clip opponents trying to jump at you.

On deep connects, crouching opponents and counterhits, you can combo into j.214H. Otherwise, it's a decent frametrap that's tricky to punish. Don't get TOO comfortable with it—it can't be used in every situation. j.P or j.K should be used instead as air-to-airs depending on range. Loses to 6P at some ranges so be cautious.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [52] High 12 6 25 - -
Total: 42
  • Damage value increases at max range.

Hits directly below Axl, making it good for jump ins, or challenging offense when jumping.

With 50 meter for Red Roman Cancel, this turns into an instant overhead that can come from a raw jump or a jump cancel from 5K or c.S, boosting Axl's offensive game.

j.H can gatling into j.D, which allows Axl to use j.H as both a pressure tool and a way to punish effectively after successfully jumping backwards out of pressure:

  • j.H > j.D can be done as a true blockstring, and is ~+8 if done gaplessly.
  • j.H CH > j.D can lead into Axl BomberNo results (j.623H) .

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 High 10 3 22 - -
Total: 34
  • Has a big, disjointed hitbox, making it a strong air to air.

Blows the opponent away on hit making it a decent jump in. Plenty of pushback on block meaning you don't need to worry about throws when landing.

Turns into a strong situational combo tool in the corner letting you cancel into Axl BomberNo results (j.236H).

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38 - -
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Can get a follow-up OTG 2K for added damage. Can be followed up with an IAD j.H for a safejump.

In the corner, can be OTG'ed by the first hit of his Sickle StormGGST Axl Low 236236H 1.pngGuard:
All
Startup:
11+1
Recovery:
26
Advantage:
-2
overdrive to end rounds.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 Until L+10 - -
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Your standard air throw. Fits into his anti-air kit by being his best option against opponents directly above him.

Special Moves

Sickle Flash

[4]6S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×3 All 24 15 29 -19~-9 -
  • Axl's longest range poke and your best friend.
  • The multiple hits allow it to blow through armor.
  • Follow up cancel window 24~36F, Can be delayed up to 40F.
  • Reaches fullscreen in 35 frames.

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

The projectile persists if Purple Roman Cancelled (PRC), but this has limited usefulness due to the move's long startup and the projectile's speed.

Soaring Chain Strike

8 after Sickle Flash

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 8 16 34 -11 -
  • Sends the opponent towards you, even on block.
  • Whiffs crouching.
  • Can OTG after with c.S to create a safe oki situation.

Pulls back the chain in a upward arc. Mostly used to catch the opponent when they jump over Sickle Flash.

If an airborne opponent blocks this move, they are pulled right next to Axl. Depending on factors such as spacing, height of the opponent, and how the opponent blocks (FD/IB), the frame advantage and the location where they fall can vary drastically.

Spinning Chain Strike

2 after Sickle Flash (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×5 Low 7 36 [79] 19 -6 -
  • Vacuums the opponent no matter what.
  • Can be held for more hits.
  • [] value refers to fully held Spinning Chain Strike

Sickle Flash's close-range option. Leaves Axl quite open at a distance. Excellent for chewing through armor like Potemkin's Hammer FallGGST Potemkin Hammer Fall.pngGuard:
All
Startup:
18~62
Recovery:
26
Advantage:
-9
. Very vulnerable to jump-ins if held, so use with caution.

Winter Cherry

S after Sickle Flash

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [60] All 18 [22] 10 24 -3 [+10] -
  • Detonates the sickle.
  • Can be delayed up to 40F. Axl shouts his signature "Yes!" if delayed explosion hits. Values in [] show the delayed explosion data.

The sickle will only detonate at the maximum range of the move. If it is used anywhere other than fullscreen, it will likely whiff.

The delayed version is useful for locking down your opponent from fullscreen, as it makes the move safe and increases the damage, both on hit and block.

Winter Mantis

41236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
61 [62] Ground Throw 28 20 34 - -
  • Axl's command grab. Can be comboed into, but at the cost of damage and pressure
  • Slow but starts from the opposing corner.
  • Damage value changes at point blank range.
  • Arrives between 28~46F, Unblockable

Fullscreen command grab. It is active only during the pullback, meaning the startup goes from okay at long-range to horrendous at close range. At point blank range, Axl will perform a grounded Axl Bomber instead, allowing him to combo afterward without the use of RC. If you don't have meter to RC, you can still continue your pressure by hitting the opponent OTG with 2H and cancelling it into Rensen on their wakeup, which pushes them back to fullscreen.

Axl can also combo into the command grab. The combo version is a weak ender that vacuums the opponent and causes a hard knockdown. Rensen~8 and Axl Bomber are significantly better enders.

This is technically Axl's fastest move to reach a fullscreen opponent, giving it surprising effectiveness as a punish/callout tool in certain situations or versus certain moves ( Potemkin's FlickGGST Potemkin FDB.pngGuard:
All
Startup:
21~38 [38]
Recovery:
20
Advantage:
-6
, Non-invul Projectile Overdrives).

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
50% - - HKD - 2500 1000 - - 100
  • Horizontal Activation Range: 200 (Distance from sickle to opponent on the forward-facing direction, making it unable to hit extended hurtboxes after it has gone past the opponent)
  • Values in [] when hits from long distance.
    Builds 1000 Tension once all damage is dealt.
  • If Roman Canceled before all damage is dealt: R.I.S.C. Loss: 1000, applies 25% positive R.I.S.C. reduction, Proration: Forced 75%

Rainwater

214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 24 3 21 +3 -
  • Moves Axl backwards while being difficult to punish.
  • 3F of Landing Recovery
  • Airborne frame 1

Axl jumps backwards and swings his sickle in a downward arc. Useful combo tool in the corner. Good for ending blockstrings or baiting throws.

It can be tricky for the opponent to jump out of this, but if they time it correctly, they'll have the opportunity for a nasty air-to-air counterhit punish. Try to stay unpredictable when ending blockstrings with this move.

As of the Season 2 balance patch, Rainwater's combo potential has improved, both as a starter and a combo extender. This is key for Axl's combo game in the corner, since Axl Bomber loops are now more limited.

Can also be fit into the middle of a combo or blockstring as a burst bait, leaving you ample time to punish their landing.

Snail

214H (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 14 12 29 -24 -

Has an Air Version


  • Has a deadzone in front of Axl.
  • Air version has longer range.
  • 10f of landing recovery for air version.

Axl does a mid-ranged chain strike in an upward arc for the ground version, and a downward arc for the air version.

Air version works as a combo tool after j.S on deep, crouching or counterhit connects, or as a decent long range frame trap on block.

The lowest possible air snail is -19 on block.

Axl Bomber

j.236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 All 9 10 Until L+7 -22 -
  • Air only, not a reversal.
  • Causes hard knockdown
  • 7F of landing recovery

Upward flaming uppercut that can't be used grounded.

TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Axl Bomber, either performed raw or from a jump cancel, is an essential combo tool for Axl's high damage routes. however, it knocks down opponents less when used more than once. This forces Axl to vary up his combos.

Overdrives

Sickle Storm

236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50×2, 20×3 All 11+1 4, 4(24)13 26 -2 1~15F All
  • 10F GapThe number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. between first and second hit

Axl's only invincible reversal and only Overdrive that applies ground slide on wallbreak. First hits high for anti-airing, while the 2nd hit covers the whole ground.

While the 2nd hit is safe on block, if the 1st hit is blocked grounded the opponent can jump over the 2nd hit for a full jump in punish.

Can be hard to implement in combos due to most grounded buttons pushing Axl out of range of the opponent. The best times to implement it in his combos are after a wallstick or after 5K > 6K in corner juggles.

One Vision

632146P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - 5+30 - - - -

The first input of the command, at the cost of 50% Tension, activates the install, this is indicated by a purple aura around Axl. This can only be used on the ground. Executing the command again anytime after that does NOT cost any Tension and will activate roughly 2 seconds of timestop. The activation can be done both on the ground and the air. It can be activated during normals, specials or in neutral.

The activation of One Vision can be blocked by the opponent, so it is recommended to only activate from a hit-confirm or if completely sure the opponent is committed to an attack (i.e using One Vision as a whiff punish). If One Vision is blocked, the timestop effect does not occur and the install fizzles out; as such, the spent Tension is wasted.

Install lasts 5 seconds (295F?) from when you activate it after the first input. After this, it wears off. (And plays a subtle sound effect.) - Seemingly removes Axl's hitbox during the animation, but is not strike invincible during its startup.

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

Axl can cancel specials (on hit/block) into both One Vision's installation and activation, allowing for a lot of combo routes.

If the opponent attempts to burst during the timestop effect, the burst will activate as soon as the timestop effect ends, thus making most combos involving this move burst-safe.

Colours

GGST Axl Low color 1.png
GGST Axl Low color 2.png
GGST Axl Low color 3.png
GGST Axl Low color 4.png
GGST Axl Low color 5.png
GGST Axl Low color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Axl Low color 7.png
GGST Axl Low color 8.png
GGST Axl Low color 9.png
GGST Axl Low color 10.png
GGST Axl Low color 11.png
GGST Axl Low color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
1Ultimate Edition exclusive

Video Guides

External References

Navigation

Axl Low


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