| Axl Low
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- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
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Overview[edit]
Axl is a dork, and you'll love him all the more for it. Based off of Guns and Roses' own Axl Rose, Axl is a British Goofball who has easily the highest range in the game.
Jumping against Axl is suicide, since he can cover most of the entire screen with normals that cover a huge amount of the stage. He has an unblockable attack, two crossup attacks, two counters, a super armor move, and surprising damage potential for a character who's built for range when he's near the corner. Rensengeki is a good projectile that works for pressure and combos, eating through other projectiles and has two followups, one for catching jump attempts and the other for tacking on damage and knockdown. He can bait reversal options with his counters and some of his long ranged normals (3P in particular). However, when opponents are in Axl's face, there's very little he can do about it. His super is easy to bait, his Dead Angle is slow, and Hachisubako (super armor DP-esque move) is easy to see coming and counter. If you like keeping the pressure on from a bit far away, Axl might just be the character for you.
Pros/Strengths[edit]
- Massive reach.
- Easily works around most of the cast's zoning games.
- High damage output in and near the corner.
- Has an unblockable.
- Several tools for baiting reversals.
Cons/Weaknesses[edit]
- Very easy to combo.
- Poor reversal options.
- Pokes are slow and situational.
- Mixup is subpar.
Move List[edit]
Normals[edit]
- Note: Startup value in [ ] indicates Startup of the weapon's tip.
- Axl can hold the attack button to do a single hit version of his long-range normals
| 5P
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 5P
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24, 16
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HLF
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SR
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9[13]
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5(2)6
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10
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-1
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| 5[P]
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24
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HLF
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SR
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9
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5
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18
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-11
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First and foremost, this is an anti-air. Use it to catch jumps early and snag hits from other low points in a jump arc, like an IAD. It can also do things like interrupt projectile startup. Using it against a neutral grounded opponent is usually bad.
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| 5H
Totally not an overhead
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| 3P
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 3P
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24,11
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LF, ??
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SR
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11[17]
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4(2)3
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7
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+2
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| 3[P]
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24
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LF
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SR
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11
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4
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12
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-4
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One of the few instances where holding the button is often worth it. The second hit will screw up your best confirm from a counterhit, so if you can predict you're going to stuff something, you can give yourself more time to confirm by holding the button, and go into 5H, instead of something lower-damage.
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Specials[edit]
Continue to Axl Bomber H Benten Gari -> 623H
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Kyokusa Geki Rensen Geki -> 8 or 9
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Sensa Geki Rensen Geki -> 2 or 3
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Force Breaks[edit]
Shiranami no Homura Hachisubako -> 421D
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Overdrives[edit]
Instant Kill[edit]
Rensen Ougi: Midare Gami in IK Mode: 236236H
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