GGACR/Axl Low

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Axl Low
GGAC Axl Portrait.png

Defense Modifier: x 1.06

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 4

Backdash Time: 16

Backdash Invincibility: 8

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
  

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
[edit]
5P
GGAC Axl 5P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
5P 24, 16 HLF SR 9[13] 5(2)6 10 -1
5[P] 24 HLF SR 9 5 18 -11

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.

[edit]
5K
GGAC Axl 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 HLF SR 6 3 8 +1

Axl's jab. It's pretty slow, and also you do it with the K button.

[edit]
c.S
GGAC Axl cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 HLF SJR 8 6 10 +1
[edit]
f.S
GGAC Axl fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
33 HLF SR 9 5 19 -10
[edit]
5H
GGAC Axl 5H.png
Totally not an overhead
Damage Guard Cancel Startup Active Recovery Frame Adv.
42 HLF SR 16 4 17 -2
[edit]
6P
GGAC Axl 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 HLF SJR 9 2 17 -5
[edit]
6K
GGAC Axl 6K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
6K 28,22 HLF SJR 13[17] 5(2)8 19 -9
6[K] 28 HLF SJR 13 5 29 -17
[edit]
6H
GGAC Axl 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
46 HA R 23 9 0+9 Landing +1
[edit]
5D
GGAC Axl 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 HF R 28 6 15 -4
[edit]
Dead Angle Attack
GGAC Axl 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 any R 17 4 8 +2
[edit]
2P
GGAC Axl 2P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
2P 22,18 LF,HLF SR 12[16] 5(2)8 10 -4
2[P] 22 LF SR 12 5 20 -13
[edit]
2K
GGAC Axl 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
9 LF SR 7 5 6 -1
[edit]
2S
GGAC Axl 2S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
2S 28,22 HLF SJR 8[17] 9,6 12 -2
2[S] 28 HLF SJR 8 15 12 -13
[edit]
2H
GGAC Axl 2H.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
2H 30,20 LF RF 11[17] 8,6 16 -5
2[H] 30 LF RF 11 14 16 -13
[edit]
3P
GGAC Axl 3P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
3P 24,11 LF, ?? SR 11[17] 4(2)3 7 +2
3[P] 24 LF SR 11 4 12 -4

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.

[edit]
2D
GGAC Axl 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 LF SR 9 10 12 -8
[edit]
j.P
GGAC Axl jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 HA SR 7 4 9 -
[edit]
j.K
GGAC Axl jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 HA SJR 8 8 12 -
[edit]
j.S
GGAC Axl jS.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
j.S 23,16 HA,all SR 11[15] 5(2)9 9 -
j.[S] 28 HA SR 11 5 20 -
[edit]
j.H
GGAC Axl jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 HA SR 10 12 9 -
[edit]
j.D
GGAC Axl jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 HA SR 10 6 18+5 after landing -
[edit]
j.6P
GGAC Axl j6P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
j.6P 17,11 HA SR 7[13] 6(2)3 14 -
j.6[P] 17 HA SR 7 6 18 -


Throws[edit]

[edit]
Ground Throw
GGAC Axl throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 45 pixels - - - - -
[edit]
Air Throw
GGAC Axl airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 88 pixels - - - - -


Specials[edit]

[edit]
Benten Gari
623S/H
GGAC Axl BentenGari.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 46 HLF RF 4 4 31 -18
H 36,24 HLF R 9 4(4)1(2)1 33 -18
[edit]
Continue to Axl Bomber
H Benten Gari -> 623H
GGAC Axl AxlBomberUp.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 F R 13 4 45+10 Landing -
[edit]
Rensen Geki
[4]6S
GGAC Axl Rensen.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20x3 HLF F 12 1x12 39 -15
[edit]
Kyokusa Geki
Rensen Geki -> 8 or 9
GGAC Axl Kyokusa.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
35 HLF - 1 12 40 -18
[edit]
Sensa Geki
Rensen Geki -> 2 or 3
GGAC Axl Sensa.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26x5 LF R 7 {2(5)}x4,2 17 -5
[edit]
Rashou Sen
[4]6H
GGAC Axl Rashou.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 1,80 Unblockable - 27 - 30 -
Feint
Rashou Sen -> P
- - - - - Total:12 -
[edit]
Tenhou Seki
214P/K
GGAC Axl TenhouSekiP.png
GGAC Axl TenhouSekiK.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P 60 - - - - Total 31 -
K 60 - - - - Total:31 -
[edit]
Hachisubako
623P
GGAC Axl Hachisubako.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 HLF R 20 3 22 -11


[edit]
S Raiei Sageki
63214S
GGAC Axl RaieiSagekiS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
45 HA RF 28 4 13+6 Landing -4
[edit]
H Raiei Sageki
63214H
GGAC Axl RaieiSagekiH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20x3 HA R See Comments - 43 -
[edit]
Axl Bomber
j.623H
GGAC Axl AxlBomberDown.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 All RF 17 Till Landing 18 0
[edit]
Kokuu Geki
j.63214S
GGAC Axl KokuuGeki.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 HLF F 7 19 Landing + 12 -


Force Breaks[edit]

[edit]
Shiranami no Homura
Hachisubako -> 421D
GGAC Axl Shiranami.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18x2,50 HLFx2, All R 7+0 9,9(13)4 37 -49
[edit]
FB Axl Bomber
j.623D
GGAC Axl AxlBomberUp.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 All R 9 4 24 -


[edit]
FB Kyokusa Geki
[4]6D
GGAC Axl Kyokusa.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
52 HLF - 5 12 30 -8


Overdrives[edit]

Byakue Renshou
2363214H
GGAC Axl Byakue.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50x2,20x5 HLF R 14+1 4,4(19)13 41 -14


Instant Kill[edit]

Rensen Ougi: Midare Gami
in IK Mode: 236236H
GGAC Axl IK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
Fatal HL - 13+15 37 3 -6



Guilty Gear XX Accent Core Plus Re
Click [*] for character's frame data
System Explanations

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