GGST/Axl Low/Matchups

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< GGST‎ | Axl Low

Matchups

Table of Contents
GGST Anji Icon.png GGST Axl Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp Icon.png GGST Faust Icon.png GGST Giovanna Icon.png
GGST Goldlewis Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png
GGST Millia Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png GGST Sol Icon.png GGST Testament Icon.png
GGST Zato Icon.png
Detailed
  • Keep on Rockin' is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Anji Mito

Anji MitoSpin is actually annoying for Axl
Even
  • Anji's 236K dodge can be thrown. If he ever manages to go through rensen, using the 2 followup will hit him out of his invulnerability frames.
  • Each of Fuujin's followups can be countered. P projectile is + but is avoided by jumping. K dash can be mashed out of or jumped to avoid a throw. S low is a true blockstring but ends his pressure, being -7. H overhead can be blocked and punished (-15) or blocked in the air, but doing so will let him reset his pressure. You can cover all 3 non-low options with forward jump and block for low/no reward, cover overhead and dash with late throw or 5K mash, and remember to punish the -7 Low with 5K. Very in-depth analysis of countering all 4 options explained here.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs Clashes
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
5KGGST Axl Low 5K.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
5KGGST Axl Low 5K.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]
ADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
* 5KGGST Axl Low 5K.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
*

Axl's buttons are generally quite high recovery. That being said, Anjis will use 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]
to try and catch one of your buttons at round start. This will beat you try to use f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
, 2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
, 5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
, and 214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
. All of which are buttons that are generally alright at round start. Instead of committing to any of these buttons, you can instead dash block. This accomplishes a couple of things; first, you are able to react to 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]
and will be in range to immediately throw rather than worry about spacing, and second you will be safe to all of his buttons.

*These buttons won't outright win, but they will allow you to throw (in the case of 5K/2K), or maintain advantage (in the case of ADB j.S) after getting parried.

Neutral


Offense


Defense



Axl Low

Axl Lowwelcome to whiffington city.
Mirror

A puzzling matchup for many due to the fact that the distance Axl desperately protects in other matchups out doesn't actually give him any advantage in the mirror.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Although Axl has something for everything, being patient on round start is very beneficial for Axl. Most of these options are disadvantageous against a waiting opponent. IADB j.S and 214S are exceptions, and should be called out against an opponent who favors them heavily.

Disclaimer: the table below is not necessarily complete, although all information present is correct.

Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
5HGGST Axl Low 5H.pngGuard:
All
Startup:
16
Recovery:
19
Advantage:
-4
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
22
Advantage:
-13
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
22
Advantage:
-13
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
22
Advantage:
-13
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11

Neutral


The distance Axl wants to stand at in neutral against himself depends purely on what he's trying to bait out of his opponent, and what he thinks he can hit them with. For example, you may note that your opponent likes to use IADB j.S, in which case you probably want to stand far enough to avoid j.S while staying close enough to hit them with the tip of 5P. There are many interactions such as these that require the Axl player to pay attention to the opposing Axl's neutral habits.

Offense


Neutral being such an exception in the mirror can change decision making on offense. It can be argued that one should take more risks on offense to "stay in" in the mirror (similar to matchups with fast characters), as neutral in the mirror is not so advantageous as it normally is. Axl can also feel more free to break the wall when he opens an enemy Axl up, as returning to round start doesn't mean much compared to matchups against characters that want to be in Axl's face.

Defense


Axl's defense in the mirror match is stronger, as he can fight zoning with zoning. Sickle FlashGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
RPS is more favorable as Axl, as he can take back his turn from fullscreen against an opponent by using either Sickle FlashGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
or Winter MantisGGST Axl Low 41236H 2.pngGuard:
Ground Throw
Startup:
28
Recovery:
34
Advantage:
. Alternating between an honest escape and "sending it back" is a great way to keep the opposing Axl guessing.

Mashing 2K as a defensive strategy against Axl's strike/throw is very lacking in the mirror. It doesn't tend to stuff anything that Axl wants to do (particularly RainwaterGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
), and gives an opposing Axl many opportunities to do very damaging combos. The reward for a successful 2K > 2D is not as great as in other matchups. Using OTG 2H > Sickle FlashGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
afterwards to begin zoning the zoner character is unsurprisingly less effective. Mounting a close-range strike/throw offense from 2D's simple knockdown is often a better option.

Fuzzy JumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. is a powerful defensive option for dealing with both throw and RainwaterGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
. Axl is particularly good at fuzzy jumping, as his deep-reaching j.H allows him to contest the space below him earlier than other characters can.

Baiken

BaikenL hiiragi
Even
  • RainwaterGGST Axl Low 214S.pngGuard:
    All
    Startup:
    24
    Recovery:
    21
    Advantage:
    +3
    (at any point) is an excellent way to force Baiken to do something other than mindlessly 5PGGST Baiken 5P.pngGuard:
    All
    Startup:
    4
    Recovery:
    10
    Advantage:
    -2
    or HiiragiGGST Baiken 236P 2.pngGuard:
    Startup:
    1
    Recovery:
    32
    Advantage:
    while pressuring her close-up.
  • Cross-up mixups off of Soaring Chain StrikeGGST Axl Low 46S8.pngGuard:
    All
    Startup:
    8
    Recovery:
    34
    Advantage:
    -11
    are excellent at dealing with HiiragiGGST Baiken 236P 2.pngGuard:
    Startup:
    1
    Recovery:
    32
    Advantage:
    .
  • j.HGGST Axl Low j.H.pngGuard:
    High
    Startup:
    12
    Recovery:
    25
    Advantage:
    > j.DGGST Axl Low j.D.pngGuard:
    High
    Startup:
    10
    Recovery:
    22
    Advantage:
    in pressure is more abusable due to her 5PGGST Baiken 5P.pngGuard:
    All
    Startup:
    4
    Recovery:
    10
    Advantage:
    -2
    having a poor anti-air hitbox.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:

Neutral


Generally against Axl, Baiken's air game is very good compared to her ground game. IAD j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
threatens to punish Sickle FlashGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
from further than other air normals can, and YouzansenGGST Baiken j236S.pngGuard:
High
Startup:
9
Recovery:
Landing+7
Advantage:
-14 (TK)
gives good frame advantage if j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
is blocked. This coupled with her below average grounded run speed mean that even more so than in other matchups, Axl wants to stay grounded and open to anti-air. An Axl player who overuses common pre-emptive actions like Sickle FlashGGST Axl Low 46S.pngGuard:
All
Startup:
24
Recovery:
29
Advantage:
-19~-9
, RainwaterGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
, or j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
is putting a j.S-shaped target on their back.

With TensionThe name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more., KenjyuGGST Baiken 214214P.pngGuard:
All (Guard Crush)
Startup:
8+3
Recovery:
Advantage:
+5
is a low-risk option that forces Axl to exercise restraint while fullscreen. While KenjyuGGST Baiken 214214P.pngGuard:
All (Guard Crush)
Startup:
8+3
Recovery:
Advantage:
+5
is +5 on block, there is a certain range beyond which Axl is effectively favored afterwards due to her slow speed and somewhat stubby normals. If Baiken is far away, do not over-respect, as f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
or 2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
will tend to beat buttons on her end. As is recurring with Axl, patience is key. Simply allow Baiken to exhaust her resources.

Offense


With Baiken's tether applied, Axl's combo structure changes. If you're not the labber type with tether combos under your belt, just keep these things in mind:

  • Axl is pulled upwards after an Axl BomberGGST Axl Low j.623H.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until L+7
    Advantage:
    -22
    . This extends its recovery, making Bomber loops impossible. You can Bomber just fine, but it will be your last and only Bomber.
  • Baiken stays close after 5PGGST Axl Low 5P.pngGuard:
    All
    Startup:
    7
    Recovery:
    19
    Advantage:
    -11
    , making 5PGGST Axl Low 5P.pngGuard:
    All
    Startup:
    7
    Recovery:
    19
    Advantage:
    -11
    > 214SGGST Axl Low 214S.pngGuard:
    All
    Startup:
    24
    Recovery:
    21
    Advantage:
    +3
    a pseudo-infinite. This is most likely the best conversion off of a stray RainwaterGGST Axl Low 214S.pngGuard:
    All
    Startup:
    24
    Recovery:
    21
    Advantage:
    +3
    .

Defense


Bridget

Even

Short Summary Goes Here.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Chipp Zanuff

Chipp ZanuffSkips Neutral (in his own Ninja way)
Significant Disadvantage
  • Ground Alpha Blade will cross you up if Chipp is close enough, but it can be thrown.
  • Senshuu, the overhead rekka followup, is not only unsafe for Chipp on block, but can be interrupted during the startup with 5K (https://twitter.com/nuttacon/status/1363179992977453063).
  • Similarly, the Genrou zan command grab can be interrupted with 5K or air throw. Using backdash against it is a heavier risk/reward, but if timed correctly, will allow you to get a bigger punish. Backdash BRC can also give you a huge CH Bomber starter.
  • If Chipp is trying to get directly on top of you for j.2K pressure, your best bet is to be on the move and get into a more favourable position. He moves slightly forwards during it, so this can be used to your advantage by running under it, then punishing Chipp. Backdashing to avoid it is possible. Faultless Defense also has uses against it.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:

Neutral


Offense


Defense



Faust

FaustNo airdash? Can't play the game!
Significant Advantage
  • Some of his items can be used against him. The bomb can be hit and knocked back, the food can be eaten, and you can pick up his horn, summoning a crowd of small fausts for you.
  • Faust's 41236K Thrust can be countered by 6P.
  • His teleport is reactable and can be avoided by mashing/blocking on the correct side, or blocking and punishing the dive version (which hits same side).

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
Advantage:

Neutral


Offense


Defense



Giovanna

GiovannaCEO of the Anti-5P squad
Significant Disadvantage
  • Giovanna's 236K special Trovão will avoid Axl's 5P and 2P on startup and active, and 2H when it's active. Be mindful of throwing out normals.
  • Axl's 2K can lowprofile both of Giovanna's reset specials, Trovão (236K) and Sol Poente (214S) when timed accordingly. This allows Axl to punish with a normal starter or a throw.
  • Her hurtbox standing ducks 5P naturally, but 5P is the only reliable enough button to hit her low IAD.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5

Neutral


Offense


Defense



Goldlewis Dickinson

Goldlewis Dickinson5P my beloved
Significant Advantage
  • Always try to be in range to toss out max range 5P's. Goldlewis's dash startup can't go under it.
  • Beware Goldlewis trying to counterpoke your normals. Be sure to vary your normals.
  • Be ready to jump on reaction to Skyfish and Rensen the startup of Thunderbird.
  • Goldlewis can be a menace at roundstart range. By extension, try not to wallbreak against him unless it will kill.
  • Raw Burn It Down (eye laser super) can be punished with Mantis, even at maximum security level.
  • If you get touched without burst, the round is over.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
14
Advantage:

Neutral


Offense


Defense



Happy Chaos

Happy ChaosPainful, but manageable.
Slight Disadvantage
  • Clone can be punished by Rensen.
  • Don't let Chaos get Curse on you. If he does, it's impossible to outzone him and the matchup becomes much harder.
  • 5P can be used to check Steady Aim.
  • You're generally going to want to play the aggressor because Chaos can outzone you with Curse; and his poor defensive options make even Axl's mediocre offense effective.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-

Neutral


Offense


Defense



I-No

I-No5P helps... and that's about it
Slight Disadvantage
  • STBT S can be blocked and punished (-7), but is a frametrap. STBT H can be mashed or thrown and even if it is blocked you can punish the move since it is -2 on block..
  • I-no's STBT can lowprofile most of your long range normals (yes including 2P) except 2H. Hitting her during the animation will net you a CH 2H starter.
  • Her Antidepressant Scale (the note) can be used to force your movement. If she attempts to use it in the air, it's possible to time a Winter Mantis to punish her as she lands.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:

Neutral


Offense


Defense



Jack-O

Even

If Jack-O get's in you don't want to play the game anymore

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19

Neutral


Offense


Defense



Ky Kiske

Ky KiskeNo Stun Edge in Neutral
Slight Advantage
  • If you can bait out his DP with a safejump setup, can punish with just as he's landing for a counterhit combo. 5[D] is also usable for huge meterless damage if you're midscreen.
  • 5K is good at stuffing Foudre Arc and getting a conversion. 6P, on the other hand, tends to lose against it.
  • Ky ending a combo into 214S followed into a 236H fireball is not a true oki situation, be sure to challenge Ky's approach while still being unpredictable.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]

Neutral


Offense


Defense



Leo Whitefang

Leo WhitefangRainwater my beloved
Slight Advantage
  • His crossup and command grab's startups can be thrown.
  • Rainwater is your best friend in this matchup. Don't be too predictable, but it can counter dash and recover from most of Leo's air approaches in time.
  • Rensen and your ranged normals can poke Leo's recovery after he used his projectiles, destroying them.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Neutral


Offense


Defense



May

MayWack jump arc, Part of the anti-5P club
Slight Disadvantage
  • Great Yamada Attack from far away can be punished with Winter Mantis on reaction.
  • 5P can be used proactively in neutral to punish & discourage Dolphin pressure. 2H will counterhit dolphin, allowing for sickle flash followup, though this may be difficult to perform strictly on reaction at the range where Dolphin is most threatening.
  • If May uses Arisugawa Sparkle from about mid/close-range, it is possible to counterhit 2H on reaction, allowing for a sickle flash ([4]6S) followup. The timing is tighter the farther away May is.
  • After blocking S. Dolphin, f.S will beat most of May's grounded options & prevent her from immediately jumping, but will trade with May's 2P/5P & outright lose to May's 6P due to lowering her hurtbox.
  • May is particularly difficult to anti-air, especially when she is directly above Axl, due to her fast & high jump arc, j.2H & j.D that allow her to alter her jump trajectory, and large hitboxes on j.S & j.H that cover a lot of space.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (24 OH)
Advantage:
-3

Neutral


Offense


Defense



Millia Rage

Millia Rage"Oh you almost had it you gotta be quicker than that"
Significant Disadvantage
  • Get good at airthrowing in the cases where she hovers over your head.
  • If the Millia is going for an extended air approach, you can dash under to reposition yourself! Don't always be a sitting duck!
  • j.K and j.P are excellent air-to-air buttons in the cases you want to try and contest her.
  • Always maximize damage with meter when you can. You never know when you can get another hit in on her.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Neutral


Offense


Defense



Nagoriyuki

NagoriyukiClone and 2H are the great equalizers
Even
  • Play around blood gauge. When Nago has low blood, 236S, 236K nullifies rensen and let's Nago close the gap, but at higher blood he will have to respect rensen.
  • Bursting early against Nago is a good idea, this will blow him back to neutral with blood, letting you abuse rensen more. Goes without saying that you shouldn't burst predictably.
  • Instant FD the second hit of his f.S > S string to push him out of range of throw mixup. If you want to prevent chip damage, it's better to use it against 5H rather than f.S [Video].
  • Use Winter Mantis (41236H) to punish the Blood Rage transformation - it leaves them bleeding out on the ground for a massive chunk of their health and forces them to be mindful of their blood gauge at a distance.
  • Try and not use Soaring Chain Strike after hitting rensen, since Nago has a hard time closing the gap to Axl, pulling him in might be doing Nago a favour.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2SNo results f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8

Neutral


Offense


Defense



Potemkin

PotemkinCommand grab is most useful in the grappler matchup? Who would've thought!
Significant Advantage

Cycling between using normals, rensen and command grab to keep Potemkin out is key in this matchup. Potemkin has clear options to Axl's keepaway tools, but by nature still has to work to get in. Hammerfall will plow though single normals, but dies to Rensen. Flick can punish rensen from most ranges but can be hit on startup or commandthrown. General movement let's him block and react to Axl's keepout, but blocking normals pushes him back.

  • j.s, j.h in neutral is a great option to check occasional hammerfalls. If the j.s get's armoured, j.h will come out and punish the hammerfall. example clip
  • j.s > j.214H is a very important tool to threaten Potemkin away from doing Slide head at full screen, especially after he blocks your Rensen as you cannot sneak another one before getting knocked down. Video concept here.
  • Keep your 2S and/or 6K antiairs ready as Potemkins may try to jump block against you. If 2S is blocked try to late gatling into 2H as they hit the ground to prevent rejumping and catch them not low-blocking as they land. Then cancel blocked 2S into late Mantis for a meaty grab on their landing. Video concept here
  • Throw Hammerfall. If he breaks, he loses armor and you can punish. 2P > 6K can be thrown in-between.
  • Watch for 2P into Mega Fist.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
18
Advantage:
-8

Neutral


Offense


Defense



Ramlethal Valentine

Ramlethal ValentineSomehow outzones the zoner...
Significant Disadvantage
  • You can use 6P to low-profile her projectiles, as it removes your upper body hitbox. [Video]
  • 2P and 2H will avoid Ramlethals high sword toss, making them good options to check her offense. It's also a riskier option after a blocked low sword toss, to shutdown her approach and cancel the explosion.
  • Ramlethal doing otg 214H or super after throw in unsafe on hit, make sure to challenge them if they don't secure a kill.
  • Be careful about throwing out rensen recklessly. Ram can punish with a sword toss, or even worse, can get a free IAD j.S counterhit (yes, even from fullscreen, and yes, even over rensen 8).

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:

Neutral


Offense


Defense



Sin Kiske

Sin KiskeOne-Liner
Favorability Goes Here

Short Summary Goes Here.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Sol Badguy

Sol BadguyVortex is pretty easy to deal with
Even
  • When Sol uses Heavy Mob Cemetary, your only recourse is to jump, but there is also a possibility that Sol will PRC and try to air-grab or air-to-air you. You can be ready for this situation by hitting Sol while he is in his INFINITE armour Dragon Install state with j.H as you are over him. If they don't PRC, the j.H leaves you at a decent enough distance for Sol to not have a great follow-up. If they do, the moment you see the PRC, cancel that technically on-hit j.H into Axl Bomber and blow them away. Works like a charm. [Example of this in action at the very end of the round: Video]
  • After blocking Bandit Revolver (236K), Sol can be reliably punished with either 5K > 2D (for hard knockdown) or 5K > 2D > 214H (sent fullscreen + slightly more damage). If Sol ends a blockstring with Bandit Revolver, he is often close enough to be thrown.
  • After blocking Night Raid Vortex (214S), Sol is -17 & punishable by any of Axl's grounded normals except 5D/6H. A reliable example punish is 5K > 2D > 214H, but Sol is also left close enough for c.S > TKB > ... which leads to a variety of routes for better damage & corner carry.
  • If a grounded Bandit Bringer (214K) is blocked & very close (such as during corner pressure), Sol typically lands close enough to be thrown. However, this is not true of a charged Aerial Bandit Bringer (j.214K) or if the grounded version hits meaty.
  • Both versions of Volcanic Viper when blocked can be punished with a full counterhit c.S > TKB > ... for potentially huge damage & corner carry.
  • Night Raid Vortex can be counterhit by 2H which grants a followup sickle flash ([4]6S). Though this is risky to attempt on reaction unless Sol starts vortex from fullscreen, as Sol is granted a large (200+ damage) combo from anywhere if vortex counterhits.
  • The startup of Bandit Bringer can be counterhit by either 6K/2S. Though this may be difficult to perform strictly on reaction.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
5KGGST Axl Low 5K.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
5KGGST Axl Low 5K.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26

Neutral


Offense


Defense



Testament

Even?

Short Summary Goes Here.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back

Neutral


Offense


Defense



Zato-1

Zato-1Snipe Eddie and the glide as much as possible
Slight Advantage
  • Zato's dash easily get's hit by Axl's 5P except at tip range, so be sure to abuse that button against him. Visual Example
  • Zato's hover can be reacted to easily with any of your anti-airs. Just be patient and press the right button accordingly.
  • Rensen/2H can obliterate any fullscreen Eddie setup attempts. Two raw rensens/Rensen 2 can deal with fullscreen Oppose shenanigans.
  • A lot of Zato's midrange buttons are beaten out by f.S, even in scramble situations.

Overview | Frame data | Matchups | Strategy Return to Top


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Neutral


Offense


Defense




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