Axl Low |
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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
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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 |
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. |
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. |
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. |
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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{{MoveData |name=3P |image=GGAC_Axl_3P.png |data= ! Version
! Damage
! GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
! StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.
! ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
! RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.
! On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame.
! Invulnerability
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! 3P
3P normal |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Guard Bar Gain | Guard Bar Minus |
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24, 11 | Low, Mid | 11 | 4(2)3 | 7 | +2 | 2 | 5, 6 | 7×2 | ||
Tension | Prorate | Invuln | Cancel | Blockstun | Ground Hit | Air Hit | Hitstop | FRC Window | ||
2.64×2 | SR | 11 | 12 | 12 | 12 | |||||
1st/2nd hit (Frames 11-14, 17-18) • Frame 19 | ||||||||||
•In CH state for first 3 recovery frames |
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3[P] normal |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Guard Bar Gain | Guard Bar Minus |
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24 | Low | 11 | 4 | 12 | -4 | 2 | 5 | 7 | ||
Tension | Prorate | Invuln | Cancel | Blockstun | Ground Hit | Air Hit | Hitstop | FRC Window | ||
2.64 | SR | 11 | 12 | 12 | 12 | |||||
•Launches and knocks down opponent on ground CH •In crouching state during move •In CH state for first 8 recovery frames |
|- |colspan=8 style="text-align: left; vertical-align:top; border: none;" |
- One of Axl's best okis and good at neutral too.
- Good for starting pressure and mixup
This is Axl's primary oki and for good reason. It hits low and has gatling routes into highs (6H, 5D), other lows (2H, 2D), crossup (S Raiei Sageki), Rashou Sen, and frame trap/tick throw because its +2. For these reasons its also a viable tool to start pressure from a bit farther than 5K range if you know they'll block it.
There are three ranges to consider when using this as an oki, all with different advantages and drawbacks.
The usual range is mid range. This is best for the aforementioned high/low/crossup/Rashou Sen mixup, but you can still run up and throw them or fish for a counterhit if you like, however there will be more of a gap for them to hit you than at close range if you go for the throw.
Mid range for this move means you want the entire scythe handle to overlap with the opponent's sprite, but you have a little wiggle room on that.
Doing this oki at close range so that the 2nd hit pulls them close enough to grab them creates a really nasty situation if you option select the throw because of this move's +2 frame advantage. The downside is that they may grab you instead if you mess up and grab during their 5 frame throw invul period, and being that close makes it easier for them to DP and pick up the combo. Because of that, this oki is best done when you're pretty sure they're gonna just block and respect you. Because this is technically a frame trap, it can be a good strategy to do an RC'd or FRC'd S Benten Gari instead of grabbing because that move has throw and strike invul, so it will get them if they try to use their 5 throw invul frames to throw you first.
Close range means close enough that they aren't close enough to wake up throw, but the 2nd hit pulls them in close enough for a throw.
When done at long range it can be hard for opponents to contest this move. The main purpose of this is to bait a reversal from the opponent. You can tempt them to DP by running at them and making them think you are going to 6H. At this range, 3P is more likely to clash with things, which is great for you because you can block or punish however you want. A sub-technique of this range is to do 3P so far away that it barely misses and you avoid the reversal entirely, or intentionally do it too early so you can finish the move and block.
Long range means hitting them with the very tip of 3P
Outside of okizeme, 3P is a good move to use at neutral to start pressure.
3P is also a good move to stop approaches.
3[P] is the exception to the rule of the button hold version being garbage. Counterhit 3[P] grants a knockdown, and combined with 3[P]'s speed at max range, its a great move to throw out in neutral to fish for a knockdown. Axl's oki is pretty decent in +R, so that's a worthwhile reward.
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2D |
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Sweep the leg
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j.P |
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Axl's only actual jab
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j.K |
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The Boot
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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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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
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