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*Puts the opponent opposite the direction you threw them (forward throw puts them behind Axl, back throw puts them in front) | *Puts the opponent opposite the direction you threw them (forward throw puts them behind Axl, back throw puts them in front) | ||
*Best move to option select with is c.S | *Best move to option select with is c.S | ||
*link into 5P, 6K, or microdash > 5k to confirm into a combo | |||
*Throw > Rensen Geki or Throw > FB Kyokusa Geki are burst safe kills | |||
Be mindful of the corner when going for a throw. Don't miss a bomber loop because you threw them out of the corner. By the same token, don't get killed doing a non-os'd throw because you wanted the bomber loop too badly. | Be mindful of the corner when going for a throw. Don't miss a bomber loop because you threw them out of the corner. By the same token, don't get killed doing a non-os'd throw because you wanted the bomber loop too badly. | ||
2K, 5K, c.S, and 3P are good moves for tick throwing | 2K, 5K, c.S, and 3P are good moves for tick throwing | ||
Some heavy or small hitbox characters, such as Johnny, Ky and RoboKy, require microdash > 5K to get the confirm. | |||
Its tempting to reversal throw as Axl, due to his lack of other reversal options, but don't get comfortable with it. Its extremely easy to bait. | |||
Use this option select (works in AC and +R with all characters) if you wakeup reversal throw https://www.youtube.com/watch?v=Ad9z2BJwdDg | |||
}} | }} | ||
}} | }} |
Revision as of 03:48, 12 June 2019
Axl Low |
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To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
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Overview
Axl is a dork, and you'll love him all the more for it. Based off of Guns and Roses' own Axl Rose, Axl is a British Goofball who has easily the highest range in the game.
Jumping against Axl is suicide, since he can cover most of the entire screen with normals that cover a huge amount of the stage. He has an unblockable attack, two crossup attacks, two counters, a frame-one autoguard move, and surprising damage potential for a character who's built for range when he's near the corner. Rensengeki is a good projectile that works for pressure and combos, eating through other projectiles and has two followups, one for catching jump attempts and the other for tacking on damage and knockdown. He can bait reversal options with his counters and some of his long ranged normals (3P in particular). However, when opponents are in Axl's face, there's very little he can do about it. His super is easy to bait, his Dead Angle is slow and has a bad hitbox, and Hachisubako (autoguard DP-esque move) is weak to lows and unsafe on block. If you like keeping the pressure on from a bit far away, Axl might just be the character for you.
Unique Mechanics
- Axl can hold down the attack button on his long range normals to perform a single hit version of the corresponding attack.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/N6IIghe5_Os
}} |
Normal Moves
Note: Startup value in [ ] indicates Startup of the weapon's tip.
5P |
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c.S |
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A good move for throw option selects and combo filler.
Can be used to get the confirm after frc rensen or axl bomber in the corner. |
f.S |
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f.S can be gatling'd into from 2P. This gives you more options out of 2P, or could withdraw 2P's hurtbox early for safety if 2P connects. If this move is done at typical spacing, cancelling it into a Rensen Geki will combo against a crouching opponent, but not against a standing opponent (unless counterhit). |
5H |
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5H is mostly combo or blockstring filler, but has some useful properties.
5H's main selling point is that it has enough blockstun that it forces the opponent to have to block S Raiei Sageki (unless 5H is instant blocked or slashbacked), rather than having a chance to contest S Raiei, like they would normally. This is especially useful to get out of the corner or get to the other side of the screen. |
5D |
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Axl's dust doesn't lead to much damage, but has decent corner carry and can catch them not paying attention because, like all 5D's, it hits high. Its main strength is that it has huge range for a dust. Its weakness is that its tied with S Raei Sageki for Axl's slowest move (28F startup). 5D also has some lower-body invuln near the active frames, and can be used to call out lows pre-emptively While 6H is usually preferred as an overhead due to faster startup and better nominal frame advantage, 5D is safer in many circumstances because it pushes the opponent further away and doesn't put Axl right in jab range in its startup Axl can do a fake impossible dust combo (8jD-8jD-TK Bomber) from nearly any range, which can be converted into a bomber loop from pretty far from the corner. With the Axl Bomber FRC, it can also lead to a normal air combo midscreen. Fun Axl Fact: This move has so much range, it can make it hard to actually get the launch combo if it connects from too far away. You can sometimes fix this by using j.6P to pull them closer to Axl at the beginning when the screen flashes. |
6P |
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1~10F upper body invul, but not as much as most 6Ps. The hurtbox extends higher than 2S and the hitbox is tiny, so it's pretty bad as an anti-air, especially since Axl is a walking surface-to-air missile and any of his long range chain attacks will serve you better. 6P launches on counter hit and has the upper body invul, so it can occasionally work as a high-reward counterpoke, but 3[P] is much more effective for that and less likely to get you killed. Mostly this move serves as blockstring filler, adding some extra guardbar when you have the space to gatling it from c.S or 5K, and it's Jump-Cancelable, so it can add some tricks to your pressure |
6K |
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6H |
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A leaping overhead with long startup and active frames.
6H can whiff entirely by jumping over some crouching characters if done too close. |
2P |
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2K |
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They call him Axl Low for a reason
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2S |
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2H |
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3P
3P |
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2D |
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Sweep the leg
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Air Normals
j.P |
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Axl's only actual jab
At least we get a mashable jab in the air! Its a good air-to-air, and works for bringing them to the ground if you get them to block it. Jumping up and air-to-airing with this move can be a useful way to catch people trying to jump in when they expect 2P or try a weird angle that Axl's anti-airs have trouble covering. j.P gatlings into all of Axl's other air normals, so you have lots of options to confirm into a combo. If you anti-air or jump in with mash j.P near the ground, you can gatling into j.H → landing cancel, then continue the combo on the fly (5K, 2S, and 5P work well for the pickup). You can also set up a bomber loop in the corner with jump in>late air dash>j.P>j.D>H Axl Bomber. Mix this up with j.H safe jump and empty jump 2K so they'll never see it coming! |
j.K |
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The Boot
j.K is a useful air-to-air with good range and speed. It can confirm into j.D>FB Axl Bomber on hit for a combo, or gatling into mash j.P on block to bring them to the floor for ground pressure. j.K can also work as a last resort jump in when the spacing or timing are wrong for j.H or j.S. |
j.S |
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j.H |
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Ignorant air button
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j.D |
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The drop kick
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j.6P |
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Universal Mechanics
Ground Throw |
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Be mindful of the corner when going for a throw. Don't miss a bomber loop because you threw them out of the corner. By the same token, don't get killed doing a non-os'd throw because you wanted the bomber loop too badly. 2K, 5K, c.S, and 3P are good moves for tick throwing Some heavy or small hitbox characters, such as Johnny, Ky and RoboKy, require microdash > 5K to get the confirm. Its tempting to reversal throw as Axl, due to his lack of other reversal options, but don't get comfortable with it. Its extremely easy to bait. Use this option select (works in AC and +R with all characters) if you wakeup reversal throw https://www.youtube.com/watch?v=Ad9z2BJwdDg |
Air Throw |
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Dead Angle Attack |
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Specials
Benten Gari 623S/H |
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Continue to Axl Bomber H Benten Gari -> 623H |
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Follow-up version of Axl Bomber
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Continue to Kokuu Geki H Benten Gari -> 623H -> 63214S |
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Further followup from Axl Bomber continuation
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Rensen Geki [4]6S |
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Fast projectile that hits near the ground. One of Axl's most important tools
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Kyokusa Geki Rensen Geki -> 8 or 9 |
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Anti-Air followup to Rensengeki
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Sensa Geki Rensen Geki -> 2 or 3 |
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Low followup to Rensengeki
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Rashou Sen [4]6H |
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Tenhou Seki 214P/K |
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Hachisubako 623P |
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S Raiei Sageki 63214S |
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H Raiei Sageki 63214H |
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Axl Bomber j.623H |
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Kokuu Geki
Kokuu Geki j.63214S |
GGACR/Axl Low/Data |
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Force Breaks
Shiranami no Homura Hachisubako -> 421D |
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FB Axl Bomber j.623D |
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FB Kyokusa Geki [4]6D |
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Overdrives
Byakue Renshou 2363214H |
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Instant Kill
Rensen Ougi: Midare Gami in IK Mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
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