GGST/Axl Low

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Revision as of 05:26, 27 June 2021 by TomTom (talk | contribs) (→‎{{clr|4|6H}}: Added hitbox section)



Overview
Overview

 Axl Low  Axl Low , classified as a Long Range type, is a long range attacker who can take opponents down at a distance.

Pros
Cons
  • Zoning: massive normals allow Axl to easily control wide swaths of the screen with the press of a button. He also has Rensen to push opponents out and a command grab that is fastest at fullscreen to keep the opponent on their toes.
  • Anti airs: great control of airspace with long-range normals and special moves. These complement his already great grounded buttons to make approaching him a nightmare.
  • Close Range Tools: has a variety of frametraps and counterhit starters at close range. Even though he is best at midrange, Axl is no slouch when it comes to up-close offense.
  • Damage: has relatively bad damage output, unless he has meter to spend and the opponent is cornered. Most of his buttons only let him combo into a special move for a knockdown and nothing more when they connect at max range.
  • Close/Midrange Defense: no meterless reversal or counters, and dead zones in long-range attacks at closer ranges. Axl has to be careful about what normals he picks at what range.
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Axl Low
GGST Axl Character Guide

Normal Moves

  • All damage values are tested on Ky.

5P

5K

c.S

f.S

5H

5D

6P

6K

6H

2P

2K

2S

2H

2D

j.P

j.K

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 - -

  • Special cancelable.
  • Damage value increases at max range.

Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup letting you clip opponent trying to jump at you.

On low or counterhit, let's you combo into j.214H. Otherwise, it's a decent frametrap that's tricky to punish.

Loses badly to 6P's so it's not so spamable against awareful opponents.

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

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 - -

  • Axl's longest range poke and your best friend.
  • Follow up cancel window 24~36F, Can be delayed up to 40F

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

Projectile persists if Purple Roman Cancelled (PRC), similar to how YRC functioned in Xrd, but appears to be less useful due to the long startup and the fast speed of the projectile.

Soaring Chain Strike

8 after Sickle Flash

Spinning Chain Strike

2 after Sickle Flash (Hold OK)

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] 15 [25] 24 - -

  • 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 on hit, as well as the chip damage on block. Possibly also increases the size of the explosion - at least visually.

Winter Mantis

41236HS

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.
  • Slow but starts from the opposing corner.
  • Damage value changes at point blank range.
  • Arrives between 28~46F, Unblockable

Full-screen command grab with excellent damage. The command grab 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 after without the use of RC.

Rainwater

214S

Snail

214HS (Air OK)

Axl Bomber

j.623HS

Overdrives

Sickle Storm

236236H

One Vision

632146P

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
Installation
5 295 30 - -
Activation
632146P after installing
0 All 8+1+0 1 11 - -

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

Effect time last 2 second (125F?) - Blockable both crouching and standing.


71% complete
Page Status %
Overview Needs more character data as it becomes available, transparent images of moves and hitboxes where they are missing, more thorough move explanations (with properties and uses). 16/20
Combos Good job lads. Just need to keep it tidy and organised. Keep things colour coded and sorted by difficulty, followed by button (P,K,S,H,D,j). We've got videos for nearly everything, which is fantastic. All that is left is to fill in the gaps for tension gain and wherever someone was too lazy to say anything beyond how much damage a combo does. 9/10
Strategy Needs more coverage on general strategy, or at least more elaborate ones. Oki and frametraps are not really Axl's thing, but we should think about listing practical stuff like setups, safe-jumps, etc. A lot of blockstrings were removed from the combo page some time ago, so look into older revisions and transfer them to Strategy. We should reluctantly also tell people how to beat our boy Axl in the "Fighting Axl" section. 6/20
Frame Data Missing data from a few moves such as recovery and active frames for overdrives and air normals. Please list your sources somewhere as well. 40/50
Click here for the scoring criteria to assess character page completion.


External References

Navigation

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

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