GGST/Axl Low

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Overview

Overview

Axl is a long-range specialist who uses attacks with massive reach to control the screen. He is tricky to play against and can be oppressive in the right hands, but he requires a sharp mind to be effective.

The core of Axl’s game plan is to utilize long-range attacks to cover large sections of the screen to stop anyone trying to close in. Against grounded opponents, 2P, f.S, and 2H are excellent space control tools which cover different angles and distances. Anyone approaching from the air can easily be swatted away with strong anti-airs, such as 5P, 6P, 6K, and 2S.

Sickle Flash and Winter Mantis are both full-screen special moves that consistently beat rivaling space control tools and force the opponent to pay attention even at the other edge of the screen. Rainwater allows Axl to retreat and create mind games versus opponents over-relying on patient dash-blocking. Whistling Wind can be used to lock the opponent down as they wakeup, and control a decent amount of vertical space. On occasion, when Axl successfully lands his anti-airs or counter hits with his ground pokes, he can use his time stop super to convert into highly damaging combos anywhere.

To balance the long reach of his attacks, most of his tools either take longer to start or leave him very vulnerable on a miss. Adding to the fact that each of his pokes controls specific parts of the screen, Axl often has to preemptively guess the opponent’s method of approach and risk getting hit.

Axl has a few effective options at close range, such as his 2K, c.S, Rainwater, and an instant overhead with j.H. However, he has weaker up-close pressure compared to the rest of the cast and has to take risks to call out mistakes the opponent could make.

If you want to control the neutral at the press 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.
Axl Low
GGST Axl Low Portrait.png
Damage Received Mod
×1.08
Guts Rating
1
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Fastest Attack
2K (5F)
Reversals
Sickle Storm (11+1)
 Axl Low is normals based zoner with some style.
Pick if you like Avoid if you dislike
  • Long range moves that control large spaces to help dictate the pace of the game.
  • Rewarding and flashy combos once you land a counter hit.
  • Fun uses of meter between One Vision, instant overheads and more.
  • Needing to use resources to open up a patient opponent.
  • Heavily varied damage with damaging routes locked behind certain starters or counterhits.
  • Unorthodox execution with charge inputs for Sickle Flash and TK An 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. motions in optimally damaging routes.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they 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
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

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 [-3]
Total: 31

A fast, long-range anti air that's decent for poking, albeit easy to whiff and unrewarding without meter.

5P controls a large amount of horizontal space very quickly. It is effective at catching jumps preemptively or checking the startup of various standing pokes and projectiles. However, it will miss on crouching characters and people running at Axl, except  Zato,  Bridget,  Sin,  Elphelt and  Goldlewis at some ranges. It will also whiff on  May,  Baiken, and  Giovanna standing in most situations.

If it catches opponents in the air, it can lead to consistent but low reward, comboing into Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- or Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9. Axl can then cancel either of these into One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage- for high damage. On a counterhit, it confirms into 6K for slightly more damage. On a grounded hit, however, Axl's only consistent follow-up is SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24, which leads to very weak damage and followup situation.

  • Data in [] for max range.

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

Decently useful on defense, pressure, and combos, 5K is a well-rounded tool that doesn't excel at anything specific.

5K is decent in pressure. It can Gatling safely into 2D and can be jump canceled into j.S and j.H. Its low blockstun also makes it a quick tick-throw option. However, Axl's c.S is more versatile on offense, with a wider variety of follow-ups and better reward on hit. As such, 5K should only be used on offense when you are too far to connect c.S

In the middle of combos, its jump-cancellable property means it combos into TK Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22. It has a better range and startup than c.S, making 5K easier to utilize in some routes.

On defense, its 6-frame startup and long range make it most effective for calling out slow, airborne moves such as Ky's Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12]. Otherwise, though, 2K is faster and can be low profile.

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

Essential up-close option frequently used to start pressure, extend, and start combos. c.S has a large variety of Gatling and cancel options, combined with its higher blockstun duration than 5K, making it better for combos and pressure. On block, it makes for a great tick throw since it is only -1 on block and has good frametrap options to condition the opponent to block.

In combos, c.S reliably combos into TK Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 for a hard knockdown and excellent combo extensions near the corner. Otherwise, it can combo into normals such as 2S and 5H, followed by Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- or Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 for good reward and okizeme. On counter-hit, c.S combos into RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 for optimal damage midscreen.

Finally, it can serve as an improvised anti-air with a good reward on hit. However, it lacks a disjoint, and relying on its proximity makes it inconsistent.

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

Your best option for midrange neutral all-around, with excellent speed and range, albeit limited pressure on block and low damage without meter.

Even if it doesn't control as much horizontal range as other moves in Axl's arsenal, f.S is fundamental for contesting grounded opponents who rely on dashing on or using their pokes to gain momentum. It has both above-average reach and faster than-average startup compared to most f.S in the game, making it valuable in most matchups.

On hit or block, Axl's most consistent follow-up option is 2H, which can be special canceled into SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 for a low-damage combo. However, both of these are very unsafe if blocked, often forcing Axl into risky mindgames. Axl can, and should, use Roman Cancel and Wild Assault to make up for this problem - spending his resources to maintain pressure effectively.

At closer distances, canceling f.S into RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 leads to solid damage on counterhits and puts Axl at an advantage on block, albeit with a jumpable gap.

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

A heavy swing downward that sees a lot of use in combos and blockstrings up close. Mostly limited by its short horizontal reach and slow startup.

In pressure, 5H can frametrap from c.S and f.S. It's main advantage over 2H is being Axl's safest way to end blockstrings due to its low disadvantage on block and high pushback. However, it is significantly stubbier than 2H, making it hard to use in blockstrings at a distance.

On normal hit, 5H only combos to SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 for mediocre reward. On counterhit, however, it is one of Axl's best combo starters. It can lead to Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- which allows for followups when used up close. In more extended combos, 5H's ground bounce allows Axl to finish with Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- oki midscreen, or extend them with RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 in the corner.

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
Dust Attack 45 High 20 6 23 -15
Charged Dust Attack 56 High 28 6 23 -10
Total: 48
Total: 56
Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit
  • Has anti-air hitbox but can't be relied on due to the long startup and the lack of disjoint.

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
LevelHitstopStand HitstunCrouch 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 Tension
Dust Attack 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged Dust Attack 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

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 14 -6
Total: 27

A fast, long reaching low poke that sacrifices good reward on hit for greater safety on whiff and block.

2P is one of the longest-reaching low pokes in the game. It is shorter and much less rewarding on counterhit than 2H, but is significantly safer to use in midrange due to its much shorter recovery.

It hits low to the ground, making it effective at contesting dashes, walking back, and low pokes such as most characters' 2S. However, it will whiff on extreme low profile specials like  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 and  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17.

On hit, the only special that will combo is SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24, but even this can whiff at farther ranges. Unlike Axl's other pokes, 2P does not net greater reward on counterhit. Due to Snail's high disadvantage on block, Axl is often incentivized to not cancel into anything unless he can ensure that 2P will hit (such as when used for whiff punishing) or leave Axl far enough away.

Wild Assault will not combo on a normal hit unless 2P hits at maximum range, but it will combo on a counterhit at all ranges.

  • Data in [] for max range.

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 3-12F Low Profile
Total: 20

Axl's obligatory 5-frame normal is unique in several ways compared to the average jab, and one of the most notorious light buttons in the game.

2K is Axl's fastest normal and his best move to mash on defense. Most notably, it is the only "jab" that can low profile and one of the fastest low-profiles in the game. This unique trait, alongside its overall speed and safety, makes it highly useful in up-close scrambles and capable of safely dodging a variety of moves, for much lower risk than 6P.

Within Axl's myriad of high-commitment pokes like 5P or 2H, 2K fills an important role in Axl's kit as a low-risk neutral option. Dashing and pressing this move is a reliable way to check opponents trying to dash at you and dodging under various moves. Mixed up alongside dash-blocking and other midrange options, it is an important tool for Axl's game plan whenever he needs/wants to get close to his opponent.

At -4 on block, 2K is also a solid move to use for tick-throws, albeit less ideal than both 5K and c.S. On hit and block, Axl can Gatling into 2D, followed by Whistling Wind (ideally only when blocked) to stay safe. Otherwise, hit the opponent with 2H as an OTG and cancel into Sickle Flash in delay for a simple, safe meaty projectile setup that builds a lot of space.

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

Axl's scariest dedicated anti-air, with great vertical reach and disjoint. Out of all of Axl's disjoints, 2S leads to the highest reward on hit and counterhit without spending tension.

Its great reach, hitbox, and long active frames make it very consistent at its job. However, it lacks invulnerability frames on Axl's upper body, meaning it demands faster reaction times to beat fast air approaches when compared to 2S. Another weakness of 2S is the lack of a hitbox behind Axl, making it vulnerable to cross-ups. In those situations, options such as air-throw or FD option-select are better.

It also has a lot of recovery frames and overall very long total duration. If the opponent can switch their jump trajectory, whiffing this move can be dangerous.

Finally, 2S is used in some of Axl's combos, particularly ones that launch the opponent high enough to combo into 5H. At certain heights, the long disjoint on the move can make his combos safe from Burst.

  • Whiffs on crouching characters, and standing characters outside of close range.
  • Damage value increases at max range.

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 [-8]
Total: 45

One of the longest normals in the entire game, 2H is a key tool for checking the opponent's approach at further distances. Its disjointed hitbox makes it effective at beating other grounded pokes and opposing projectiles.

On a normal hit, SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 is its only combo option available, which will whiff at maximum range. On a counterhit, Axl can combo into Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 for a consistent followup, or convert to Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- at closer distances for greater reward.

Despite these notable attributes, 2H has a few critical flaws Axl has to note: For example, it is very unsafe on block, especially at close range. With Axl's only frametrap being SnailGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24, which is also very unsafe, he will be forced to play a dangerous mind game to avoid getting punished.

In addition, opponents can call out 2H by jumping and airdashing over it, netting them a strong punish. As such, Axl should not use this move excessively, even if he is a fair distance away.

  • Covers more than half the stage
  • Hits low profile moves.
  • Data in [] for max range.

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
  • Universal sweep which causes a hard knockdown.

Mainly used after 2K to get a hard knockdown and setup Axl's okizeme with OTG 2H or c.S. 2D combos into Snail for marginally better damage, but Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 leads to significantly larger reward overall as a followup to 5K or c.S.

2D is also Axl's low mixup after a blocked 5K or c.S, and a frametrap if you delay the gatling from 2K.

It has some niche use as a poke, as it's about as fast as 2P and slightly safer to whiff due to not extending Axl's hurtbox as much, although it is much shorter. 2D is also outclassed by 2K as a safer, shorter low poke. On Counter Hit, you can combo into Rainwater for better damage.

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 22 -13 1-3 Upper Body
4-16 Above Knees
Total: 38
  • Universal anti-air attack with upper-body invulnerability.
  • Launches far forward on hit.

One of Axl's easiest options for anti-airing, due to the upper-body invulnerability, but the reward on hit is very poor. It may not control big parts of the screen like 2S might, but the slow startup and recovery still make this move risky to whiff. 6P is also useful as counter-poke against mid-hitting moves like most character's f.S.

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
  • Misses on crouching opponents everywhere and standing opponents further than mid-range.
  • Wall bounces in the corner.
  • Damage value increases at max range.

Anti-air that covers the space between 5P and 2S, usually occupied by air-dashing opponents, but will whiff on double-jumping ones. Sees less use by itself in neutral than the former twos while having the same long recovery on whiff, but still an important part of Axl's kit.

6K biggest role is as a combo filler in Axl's anti-air combos as a gatling from 5P. Midscreen you can combo into the hit version of Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- at long range, which also allows for a potential wall-break combo if you have tension for One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage-. In the corner, 6K can combo into RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 on a launched opponent to extend combos.

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
  • Advancing overhead
  • Gives a wallbounce on airborne hit in corner.
  • Cannot be special cancelled.

Axl's other grounded overhead. Axl goes airborne during the attack, allowing it to go over low-hitting moves. It is a weird move that's hard to justify using.

As a mixup tool, 6H is slower than Axl's other options in 5D and j.H, but has more horizontal range. If it connects deep as a meaty, it can link into 5K or c.S, but the opponent is unlikely to get hit by that.

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.
  • Has a decent disjoint A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. at proper spacing.

A very safe but strong move to throw out. Particularly, IAD An 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. back > j.P is very safe and will often hit an opponent trying to IAD An 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. in order to avoid j.S or RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 (214S). While the reward on hit is considerably limited compared to Axl's other pokes and anti-airs, they are a great way to gain intel on an opponent's habits early in a set.

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

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.

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. Be mindful of the situation, however, as 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 +3 (IAD)
Total: 42
  • Damage value increases at max range.

A jump normal with long-reaching hitbox aiming downwards, j.H is Axl's primary jump in up close and a key mixup option.

When performed immediately after jumping, j.H becomes an unreactable 16 frame overhead. With 50 tension for a Roman Cancel, Axl can convert into a decent combo midscreen, as well as a full Bomber loop in the corner. A possible jump cancel from 5K or c.S into a rising j.H is a very strong threat that improves Axl's stagger pressure when he has meter.

j.H can gatling into j.D, which allows Axl to use j.H as both a difficult to anti-air pressure tool and a way to punish after jumping out of pressure:

  • j.H > j.D can be done as a true blockstring if Axl is falling, and is ~+8 if done gaplessly.
  • j.H CH > j.D can lead into Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 .

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 +4 (IAD)
Total: 34
  • Has a decent disjoint A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return..
  • Strong pushback on block or hit.
  • Whiffs crouching at IAD An 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.

Mostly as a combo filler after j.K and j.H, or for j.S CH > adc j.D > j.236H. Disjoint and passable startup makes j.D alright for midrange air-to-air situations, but both j.K and j.P serve this function better.

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
Total: 42
  • 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.

Typical throw, so you'll be using these to open up patient opponents on defense, or in up-close defensive situations.

Your main options for okizeme afterwards include OTG 2H into a meaty Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 setup, or can be followed up with an IAD j.H for a safejump.

Can be followed up for a decent combo using Roman Cancel, particularly rewarding in the corner.

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 38 or Until Landing+10
Total: 42
Total: 14
  • 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.

Air throw is Axl's fastest "grounded" anti-air at 6 frames when combined with jump startup. By far Axl's most reliable option against opponents directly above him, and can be a stronger option in situations where his 2S or 6K would likely whiff

Good air throws are importants in Axl's gameplan against  Millia,  Chipp and other characters that present more clever air movement. They are rewarding, threaten large spaces, and punish opponents who try to grappler jump to play around the high recovery of Axl's other grounded anti-airs.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch 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 Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage increases as height increases (+47 to +53).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

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
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

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
Total: 67
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Also known as "Rensen" or "Rensengeki" by the community.

Axl's signature move. Sickle Flash is best used after knocking an opponent fullscreen, where Axl can mount a weak but impressively safe offense by dealing chip damage to his opponent and trying to punish an escape.

Sickle Flash is also used in anti-air combos or after counter-hit 2H, where it will hit an opponent lifted above the ground. Finally, the high pushback on block and relatively safe frame advantage on block makes it a great tool to deal with dashblocking from further away when cancelled into from normals.

Sickle Flash should not be cancelled into blindly. Its slow startup means a simple instant airdash (IAD) after blocking (or even sometimes being hit by) any of Axl's normals will net Axl's opponent a counter hit punish.

  • Acts as three-hit projectile, beating out single-hit fireballs and armored moves.
  • Follow-up cancel window between 24~36F, can be delayed up to 40F.
  • Reaches the other end of the screen in 35 frames.

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
Total: 57
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

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 (unless they IB, in which case their air momentum is stopped, causing them to breifly stay where they blocked the sickle before falling). 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.

  • Sends the opponent towards you, even on block.
  • Whiffs crouching.
  • Can OTG after with c.S to create a safe oki situation.

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
Spinning Chain Strike
Total: 61
Fully Held Spinning Chain Strike
Total: 104

Sickle Flash's close-range option, which hits low and grants a hard knockdown. Despite what the animation suggests, the hitbox is entirely on the ground and can be avoided by anyone above Axl, and due to the long animation, he will be left very vulnerable on whiff.

Spinning Chain Strike sees little practical uses as the only reliable way to hit it would be to land Sickle Flash at close range, as it will combo on hit and punish an opponent trying to punish after blocking it. The problem is that Sickle Flash itself is rarely used this close because Axl's other options outclass it on hit or block.

  • Vacuums the opponent no matter what.
  • Can be held for more hits.
  • [] value refers to fully held Spinning Chain Strike

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 -3 [+10]
Immediate Winter Cherry
Total: 51
Delayed Winter Cherry
Total: 55
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A delayable follow-up to Sickle Flash to lock down and chip an opponent from full screen. Delayed and Immediate Winter Cherry are two distinct and important options for Axl to represent.

Delayed Winter Cherry is often Axl's default option after Sickle Flash due to its reward. On hit, Axl can combo into another Sickle Flash for a respectable chunk of health. On block, it deals decent chip damage and pushes his opponent back into the corner at a frame disadvantage, repeating the situation.

Immediate Winter Cherry is necessary to represent in order to catch opponents trying to escape through the fairly large gap between Sickle Flash and delayed Winter Cherry. Axl sometimes must represent this option very heavily against opponents who play the numbers and cannot be discouraged from dash blocking. This version is also used in combos to tack on extra damage after Sickle Flash.

The sickle will only detonate at the maximum range of the move, however Sickle Flash will blow the opponent back on hit and leave them in a tumbling state, allowing the explosion to combo from midscreen distance and further.

  • Detonates the sickle.
  • Can be delayed up to 40F, changing move properties.
  • Axl shouts his signature "Yes!" if delayed explosion hits.
  • Values in [] show the delayed explosion data.

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
Total: 81

Axl's fullscreen command grab, starting from the other end of the screen. Despite its long startup, Winter Mantis is a good compliment to Axl's Sickle Flash pressure. This is technically Axl's fastest way to hit a fullscreen opponent, making it a risky but rewarding callout tool against anti-zoning moves like  Potemkin's FlickGGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 or  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17.

Winter Mantis is also an important combo tool for Axl, first in anti-airs combos, mainly after 6K and 5P . The second situation where you can combo into it is after counter-hit 5H or 2H. You can then link c.S either if you are close or if you cancel the recovery with One VisionGGST Axl Low 632146P 1.pngGuardStartup5Recovery30Advantage- and then run toward your opponent. This route has the benefit of giving Axl a wall-break combo from anywhere on the screen.

At point blank range, Axl will perform an automatic Axl Bomber, allowing him to combo afterward meterlessly.

  • Fullscreen command grab. Connects between 28F at max range and 46F point-blank
  • Can be used in combos, but will not trigger the grab animation, instead giving a tumble allowing for combo extension.
  • Hard knockdown on grab or hit.
  • Damage value changes at point blank range.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch 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 Tension
50% HKD +54 (HKD +71) 2500 1000 100
  • Values in () are for the point-blank version that automatically triggers an Axl Bomber follow-up.
  • Values in [ ] when hits from long distance.
  • While normal grab rules apply, the hit detection is a strike hitbox on the sickle (see hitboxes).
  • If Axl is moved mid-animation, the animation of the sickle will move with him, but not the actual hitbox, making it possible to outrun the attack.
  • 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)
    Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does a single hit of 20, then a final hit of 41[42].

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
Total: 47

Axl jumps backward and swings his sickle downwards, pulling them towards Axl when it connects. Rainwater sees frequent use in counter-hit or corner combos as well as a risky but rewarding pressure tool.

On block, Axl has frame advantage with an opponent pulled toward him, allowing you to reset pressure with 5K or c.S, or use the threat of a frametrap to throw them. Rainwater is also very good at baiting the opponent's abare or throw, allowing for a very rewarding counter-hit punish.

Axl should be careful about overusing this move, as the long startup means opponents can jump out of it and punish Axl. Alternating between frametraps with 5H or 2D and pressure resets can make Axl threatening at close range.

Another very useful aspect of Rainwater is the step back that Axl takes. Off of some strings like c.S > f.S, if the opponent attempts a meterless reversal like Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26, Rainwater will either avoid or clash with the attack! This also works with gold bursts at some spacings.

  • 3 frames of Landing Recovery
  • Airborne on Frame 1
  • Vacuums on hit/block towards Axl leaving him at advantage.

Snail

214H (Air OK)

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
214H 45 All 14 12 29 -24
j.214H 45 All 14 9 Until L+10 -19
Snail
Total: 54
Aerial Snail
Total: 32
214H

Axl does a mid-ranged chain strike in an upward arc. Snail is your easiest and sometimes only way to end grounded combos: you can reliably combo into from your main gatling enders like 5H, 2H and 2D (unless point blank) or from pokes like 2P, and grants a soft knockdown on hit.

The move has both a deadzone close to Axl and limited range, which means it can miss if you are either too close or too far from your opponent.

Snail can also be used as a frametrap if you delay the special cancel, but the risk far outweights the reward as it almost never leads to combos without using a Roman Cancel, while on block Axl is left very disadvantagous. The long recovery also makes using it as an anti-air unpractical.

  • Ground combo ender.
  • Has a deadzone in front of Axl.

j.214H

Axl does a mid-ranged chain strike in a downward arc. Air Snail is a good way for Axl to convert off of his long-ranged pokes in the air. Just like the grounded version, poking with it is not recommended as it is punishable on block.

Listed Frame Advantage for Air Snail is done on lowest possible height.

  • Has a deadzone under and directly infront of Axl
  • Air version works as a combo tool for air-to-air (j.P) and air-to-ground (j.S) connects.

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 4 Until L+7 -22
Total: 19

Axl's biggest source of damage, an upward flaming uppercut that can only be used in the air.

This is Axl's strongest attack and only sees usage in combos, especially in the corner. Since this is an air-only special move, the only way to combo into it is after an air normal, or after jump-cancelling 5K or c.S. The input can be tricky at first: You can either input it as 2369H and delay the H input, or input a jump during the hitstop and then rapidly perform a 236H input.

Midscreen, Axl Bomber will send your opponent at a great distance, allowing you to OTG with 2H. In the corner, this move becomes terrifying as it will send the opponent upward, allowing you to land and continue the combo, potentially into another Bomber. Finally this is Axl's best meterless move to break the wall.

For more information about how to use Axl Bomber, refer to the TK Bomber section of Axl's strategy guide.

  • Air only, not a reversal.
  • Causes hard knockdown
  • 7F of landing recovery

Whistling Wind

214K (Hold OK)

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
214K 10x3 All 17 4,4,4 [22 Total on whiff] Total 52 -4
214[K] 10x6 All 41 5×6 [119 Total on whiff] Total 76 +14
Uncharged Whistling Wind
Total: 52
Charged Whistling Wind
Total: 76

Whistling Wind is simultaneously an okizeme, neutral and niche conversion tool in one. It acts as a projectile that allows Axl to either gain active frames or control space on the ground, while allowing him to anti-air the opponent. It has the same projectile consuming properties as Rensen, and will destroy most projectiles that collide with it, only losing to the strongest projectiles such as  Goldlewis's Level 3 drone or  Ramlethal's sword toss.

The uncharged version has niche uses in combos, where it allows for a normal such as 5P or 5K to be linked after air hit. It can also be comboed into from 2D, leading to loops in the corner or extentions with dash momentum. However on grounded hit it is very weak, unable to combo into anything, and leaving the opponent standing and the Axl normally at -1 unless spaced well.

When Whistling Wind is spaced, the uncharged version can be slightly plus on block. Due to its multihitting nature and variable active frames, it can be a somewhat difficult to judge the advantage. Most of the time, regardless of the number of hits (between 1 and 3), it can be up to +2 on block. If it hits on the very final active frames, it can be +3 or +4.

The charged version can be set up on most close-range knockdowns, either by charging it after 2D or Soaring Chain StrikeGGST Axl Low 46S8.pngGuardAllStartup8Recovery34Advantage-11. This allows Axl to gain massive advantage on block, and can remain safe from even the fastest 9 frame reversals. He can also land an OTG c.S after most combos to set up a safe, auto-timed Meaty, however this will not be as safe to faster reversals.

With the massive plus frames of Whistling Wind, Axl can run Oki off of the meaty very easily, leading to strong metered mixups or very safe pressure. He can install One Vision, run up for a c.S into either 2D or a rising j.H for a high/low mixup. On hit, the held version will also keep the opponent in hitstun for a significant amount of time, allowing Axl to dash up and link c.S for a full combo.

  • Values in [] refer to held version.
  • Will slightly vacuum the opponent in when close.

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
45×2, 18×3 All 11+1 4, 4(24)13 26 -2 1-15F Full
Total: 82
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
  • 10F gap The 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

Sickle Storm is Axl's only invincible reversal and Overdrive that can break the wall. The first hit surrounds Axl's body, hitting opponents in the air, while the second hit covers the ground until the other edge of the screen. Due to both parts of the super being considered separate hits, it usually does less damage than each part would do individually.

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

You can end corner combos with this if you wall-splat the opponent with moves that leave you close to the opponent. However, Axl rarely has good reason to use his Tension gauge to implement this super into his combos. Axl already feels comfortable resetting to neutral after a wall break, so Sickle Storm is exclusively used as a reversal to punish gaps in pressure.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch 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 Tension
100% 4 Mid HKD +58 800×2, 200 1000 0 80% 25%×2, 12%×3
  • Projectile will continue if Purple Roman Canceled on frame 45 at the earliest.
  • Clash Level: 4 (second hit)
  • Clash Hits: 1
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

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
632146P 5 295 30
632146P Attack 0 All 8+1+0 1 11 0 8-9F Full
Install (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain One Vision's Install.)
Total: 35
Time Stop
Total: 20
632146P
  • Can be cancelled into from normals and specials on hit and block

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.

Install lasts 5 seconds (295F?) from when you activate it after the first input. Cinematic events, such as other overdrives and wallbreaks, do not count down the timer. 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.



632146P/j.632146P Attack
  • Can be cancelled into from ground/air normals/specials on hit/block

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.

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.

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

The Timestop state has several key properties:

-All enemy hitboxes disappear, which means Axl can move past projectiles with ease. Even ones created by Overdrives!

-If it hits OTG, all hits against the opponent in timestop will also be considered OTG, and the damage will be scaled heavily.

-After the timestop effect ends, the opponent is launched with the momentum of the last move that hit them. Typically, this will be an Axl Bomber.

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.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch 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 Tension
632146P
632146P Attack 100% 1 +140 0 1000 0

632146P:

  • Buff activates during super freeze on frame 5 and can be Purple Roman Cancelled immediately after end of super freeze.


632146P Attack:

  • Attack has two consecutive super flashes.
  • Active frame occurs between two flashes, allowing opponents to block on reaction to the first flash. Opponents can also use an invincible reversal in reaction to the first flash to make One Vision punishable, as strike invulnerability can avoid the Time Stop effect, so don't throw it out too carelessly!

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
Colour 1
Colour 2
Colour 3
Colour 4
Colour 5
Colour 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
Colour 7
Colour 8
Colour 9
Colour 10
Colour 11
Colour 12
GGST Axl Low color 13.png
GGST Axl Low color 14.png
GGST Axl Low color 15.png
Colour 13
Colour 14
Colour 15
Colours 7-15 are available through DLCColour 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colours 14 and 15 are included in the 25th Anniversary Colors DLC
Colours 7-11 are included in Season Pass 1
Colour 12 is included in Ultimate Edition


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