GGST/Axl Low/Matchups

From Dustloop Wiki
< GGST‎ | Axl Low



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Anji Mito

 Anji MitoSpin is actually annoying for Axl
Even
  • As the tagline suggests, Anji's 236K can be tricky for Axl to deal with. This is because many of Axl's buttons, such as his favorite poke f.S, put Axl in so much recovery that having them caught by spin results in a free combo for Anji. A notable exception to this are Axl's 5K and 2K, which recover in time for Axl to block, making them very useful against Anji.
  • Anji's 236K dodge can be thrown. If he ever manages to go through rensen, using the 2 followup will hit him out of his invulnerability frames.
  • Each of Fuujin's followups can be countered. P projectile is + but is avoided by jumping. K dash can be mashed out of or jumped to avoid a throw. S low is a true blockstring but ends his pressure, being -7. H overhead can be blocked and punished (-15) or blocked in the air, but doing so will let him reset his pressure. You can cover all 3 non-low options with forward jump and block for low/no reward, cover overhead and dash with late throw or 5K mash, and remember to punish the -7 Low with 5K. Very in-depth analysis of countering all 4 options explained here.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs Clashes
2P
Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections
f.S
Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections
5K
Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections
214S
Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections
6P
Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections
2H
Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections
214S
Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections
f.S
Cannot access the database: :real_connect(): (HY000/1203): User dustlo5_wiki already has more than 'max_user_connections' active connections
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 5KGGST Axl Low 5K.pngGuardAllStartup6Recovery11Advantage-2
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] ADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-* 5KGGST Axl Low 5K.pngGuardAllStartup6Recovery11Advantage-2*

Axl's buttons are generally quite high recovery. That being said, Anjis will use 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] to try and catch one of your buttons at round start. This will beat you try to use f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8, 2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6, 5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3], and 214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3. All of which are buttons that are generally alright at round start. Instead of committing to any of these buttons, you can instead dash block. This accomplishes a couple of things; first, you are able to react to 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] and will be in range to immediately throw rather than worry about spacing, and second you will be safe to all of his buttons.

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

Neutral


Offence


Defence


Asuka R

 Asuka RWithout your cubes, you are nothing
Slight Advantage
  • Axl's 5P is particularly good at stuffing most of Asuka's metron (cube) spells. This significantly limits the Asuka's projectile game and ability to pressure from range. A notable exception to this is Asuka's Howling Metron MS Processing (green cubes) spell once the cubes spread out, as Axl's 5P is unable to stuff the bottom-most cube and puts him in enough recovery that he can't block it after stuffing the other two cubes, potentially giving Asuka the opening that he needs.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


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

Neutral


Offence


Defence


Axl Low

 Axl Lowwelcome to whiffington city.
Mirror

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


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

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

Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6 IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3] 5HGGST Axl Low 5H.pngGuardAllStartup16Recovery19Advantage-4 6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13 2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] 214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- 5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]

Neutral


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

Offence


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

Defence


Axl's defence in the mirror match is stronger, as he can fight zoning with zoning. Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 RPS is more favorable as Axl, as he can take back his turn from fullscreen against an opponent by using either Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 or Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage-. Alternating between an honest escape and "sending it back" is a great way to keep the opposing Axl guessing.

Mashing 2K as a defensive strategy against Axl's strike/throw is very lacking in the mirror. It doesn't tend to stuff anything that Axl wants to do (particularly RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3), and gives an opposing Axl many opportunities to do very damaging combos. The reward for a successful 2K > 2D is not as great as in other matchups. Using OTG 2H > Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 afterwards to begin zoning the zoner character is unsurprisingly less effective. Mounting a close-range strike/throw offence from 2D's simple knockdown is often a better option.

fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. is a powerful defensive option for dealing with both throw and RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3. Axl is particularly good at fuzzy jumping, as his deep-reaching j.H allows him to contest the space below him earlier than other characters can.

Baiken

 BaikenL hiiragi
Slight Disadvantage
  • Baiken's small stature allows her to frequently duck under 5P and her large buttons work well to corner Axl.
  • Baiken's j.S beats 6KGGST Axl Low 6K.pngGuardAllStartup11Recovery25Advantage-13 and 2SGGST Axl Low 2S.pngGuardAllStartup9Recovery23Advantage-16 , giving her a counter hit. This greatly limits Axl's ability to anti-air her since she'll be using this button a LOT.
  • RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 (at any range other than point blank) is an excellent way to force Baiken to do something other than mindlessly 5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2 or HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- while pressuring her close-up.
  • Cross-up mixups off of Soaring Chain StrikeGGST Axl Low 46S8.pngGuardAllStartup8Recovery34Advantage-11 are excellent at dealing with HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-.
  • j.HGGST Axl Low j.H.pngGuardHighStartup12Recovery25Advantage+3 (IAD) > j.DGGST Axl Low j.D.pngGuardHighStartup10Recovery22Advantage+4 (IAD) in pressure is more abusable due to her 5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2 having a poor anti-air hitbox.
  • Be careful about using Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 recklessly when Baiken has 50 or more Tension The name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more., as KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 can punish it on reaction, even from fullscreen.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

Neutral


Generally against Axl, Baiken's air game is very good compared to her ground game. IAD j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD) threatens to punish Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 from further than other air normals can, and YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) gives good frame advantage if j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD) is blocked. This coupled with her below average grounded run speed mean that even more so than in other matchups, Axl wants to stay grounded and open to anti-air. An Axl player who overuses common pre-emptive actions like Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9, RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3, or j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- is putting a j.S-shaped target on their back.

With Tension The name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more., KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 is a low-risk option that forces Axl to exercise restraint while fullscreen. While KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 is +5 on block, there is a certain range beyond which Axl is effectively favored afterwards due to her slow speed and somewhat stubby normals. If Baiken is far away, do not over-respect, as f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 or 2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8] will tend to beat buttons on her end. As is recurring with Axl, patience is key. Simply allow Baiken to exhaust her resources.

Offence


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

  • Axl is pulled upwards after an Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22. This extends its recovery, making Bomber loops impossible. You can Bomber just fine, but it will be your last and only Bomber.
  • Baiken stays close after 5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3], making 5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3] > 214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 a pseudo-infinite. This is most likely the best conversion off of a stray RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3.

Defence


Bedman

Round Start


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

Neutral


Offence


Defence


Bridget


Round Start


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

Neutral


Offence


Defence



Chipp Zanuff

 Chipp ZanuffSkips Neutral (in his own Ninja way)
Significant Disadvantage
  • Ground Alpha Blade will cross you up if Chipp is close enough, but it can be thrown.
  • Similarly, the Genrou zan command grab can be interrupted with 5K or air throw. Using backdash against it is a heavier risk/reward, but if timed correctly, will allow you to get a bigger punish. Backdash BRC can also give you a huge CH Bomber starter.
  • If Chipp is trying to get directly on top of you for j.2K pressure, your best bet is to be on the move and get into a more favourable position. He moves slightly forwards during it, so this can be used to your advantage by running under it, then punishing Chipp. Backdashing to avoid it is possible. Faultless Defense also has uses against it.
  • Be careful about using Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 recklessly when Chipp has 50 or more Tension The name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more., as Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuardAllStartup20+1Recovery49~53Advantage- can punish it on reaction, even from fullscreen.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)

Neutral


Offence


Defence


Elphelt Valentine

Round Start


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

Neutral


Offense


Defense


Faust

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-

Despite the matchup being good for Axl, Faust tends to win round start interactions. Faust's 6P beats IAD back j.S which is usually a good roundstart options for Axl.

Neutral


Offence


Defence


Giovanna

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

Neutral


Offence


Defence



Goldlewis Dickinson

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Neutral


Offence


Defence



Happy Chaos

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Neutral


Offence


Defence



I-No

 I-No5P helps, and thats all you need
Even
  • STBT S can be blocked and punished (-7), but is a frametrap. STBT H can be mashed or thrown and even if it is blocked you can punish the move since it is -2 on block..
  • I-no's STBT can lowprofile most of your long range normals (yes including 2P) except 2H. Hitting her during the animation will net you a CH 2H starter.
  • Her Antidepressant Scale (the note) can be used to force your movement. If she attempts to use it in the air, it's possible to time a Winter Mantis to punish her as she lands.
  • Abuse 5P! Make sure she's tempted to hard read with stroke, then punish accordingly.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-

Neutral


Offence


Defence


Jack-O

Even

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Neutral


Offence


Defence



Johnny

Round Start


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

Neutral


Offense


Defense


Ky Kiske

 Ky KiskeNo Stun Edge For You
  • Axl generally has the advantage in neutral the further Ky is on screen. Ky is generaly unable to context Axl's zoning due to Rensen ([4]6S beating Stun Edge (236S/H).
  • In midrange, Axl has strong ways to contest of Ky's f.S and 2S with his own f.S and 2/5P. Ky also doesn't approach effectively from the air due to weak jump normals and Axl's strong anti air arsenal.
  • However, Axl has to stay really weary of Stun Dipper 236K when Ky has 50% tension or more, as it can go under Axl's pokes and allow for rewarding punishes.
  • 5K should be used to stuff Foudre Arc and getting a conversion. 6P, on the other hand, tends to lose against it.
  • Ky ending a combo into 214S followed into a 236H fireball is not a true oki situation. Ky ending a blockstring into 214S is generally a clear sign that his turn is over, and often puts axl at good range to assert control in neutral.
  • Make sure to constantly use Faultless Defense against Ky, as the increased pushback makes it harder for Ky to grab Axl or catch backdashes. Learning to fuzzy jump on defence further helps Axl defence against Ky, since he's forced to take more risks to beat it.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 2P f.S 2/5K
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 f.S
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10

Neutral


- At full screen, Ky struggles to use Stun Edge due to Axl's projectile [4]6S being able to directly beat them and punish Ky. Although, Ky can punish rensen with his projectile super Sacred Edge 236236P, which is important to keep in mind if the super can kill Axl.

- Axl's f.S and 2P are both norotious options for Ky to deal with. Axl's f.S outranges all of Ky's common ground pokes except 6H while being as fast as Ky's own 2S. Axl's 2P also outranged all of Ky's ground pokes while also being able to catch Stun Dipper on startup.

Offence


Defence

The majority of Ky's offence revolves around Stagger-centered offence (also called Strike/Throw). This means Ky will primarily mix up between frametraps (tight gaps between gatlings that beat mashing) and resets (leaving bigger gap in pressure to get advantage or close the distance on offence. Also includes throws).

- Using Faultless Defense is key to keep Ky as far as possible to make tick throwing more difficult, limiting his mixups potential.

- Common frametraps to look for on defence include:

    - c.S > 2S / f.S --> 2s is preferably used to catch opponents not blocking low due to trying to buffer a jump or reversal input,
while f.s is better due to being harder to backdash.
    - c.S > 6H --> Very rewarding if its used in the corner, and advanced ky forward a bit.
    - 5/2K > 6H --> Native 4 frame gap, which means this can catch jump attempts, pressing buttons (even low profile's like Axl's 2k)
and backdashes that are not properly delayed. However, this is not a combo on standing opponents
    - 5/2K > 2D --> Your Manual frametrap option off of kicks, meaning you can string into this to catch buffered inputs without leaving a gap (like with c.s into 2s)
    - 2P > 2/6P --> common frametraps used off of 2p. 2P self-stagger is used when Ky is looking to bait
YRC or Burst (he recovers in time to block either,) while also giving Ky enough time to react if the opponent tries to backdash. 
6P is otherwise used for greater reward.

- Ky's main ways to mix up into throw include 2P, 5/2K, c.S, 236H and 214K (when crouched block or with shock state). The rest of Ky's toolkit is too disadvantagous on block to make approaching for throws ambiguous.

Leo Whitefang

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Neutral


Offence


Defence



May

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

Neutral


Offence


Defence



Millia Rage

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Neutral


Offence


Defence



Nagoriyuki

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2S f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8

Neutral


Offence


Defence



Potemkin

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

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

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Neutral


Offence


Defence



Ramlethal Valentine

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Neutral


Offence


Defence



Sin Kiske

 Sin KiskeOne-Liner
Favorability Goes Here


Round Start


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

Neutral


Offence


Defence


Sol Badguy

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 5KGGST Axl Low 5K.pngGuardAllStartup6Recovery11Advantage-2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 5KGGST Axl Low 5K.pngGuardAllStartup6Recovery11Advantage-2
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Neutral


Offence


Defence



Testament


Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back

Neutral


Offence


Defence



Zato-1

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Neutral


Offence


Defence




Navigation

Systems Pages