I am incredibly busy lately, so instead of any insightful analysis, I’m here to provide a list of how I think my current main in Guilty Gear Strive, Axl, measures up against the rest of the cast. Our resident British zoner has done pretty alright for himself, I think, and 2 months of playing later, I think Axl is proving himself a force to be reckoned with. For context, I play Axl mainly on the celestial floor in Strive, and generally rack up enough wins to be in the top 50 Axl’s every month: so I’m no tournament superstar, but I play enough at a decent level that I think I have the experience to speak somewhat authoritatively here. So, without further ado, here we go! Oh, and I’ll be using numpad notation here, so here’s a primer if you need.
Anji Mito
Opinion: 5-5
Anji’s a weird one, because he’s definitely low tier, easy to deal with when it comes to mix, and predictable with approaching: so why’s this even? Well, it’s because his spin is really damn hard to deal with for Axl. A lot of characters deal with the spin with strike/throw reads: they’re able to threaten effective punches and slashes while also being close enough to dash in and grab him out of the spin. Axl can’t do this, due to his effective range meaning that any attempt to throw becomes really obvious. Winter Mantis is nice, but the slow startup and endlag means that it’s incredibly risky to throw out with the high damage punishes Anji gets. Add in that his fans can easily challenge your sickles when he has momentum, the fact that j.5S means you can’t threaten throw, and relatively high health, and suddenly Anji seems like an Axl main’s greatest terror. Luckily, he is low tier right now and a lot of his tools just don’t threaten you very much up close, so all these weaknesses don’t mean so much. Just keep an eye on him, for a buffed Anji shall be terrifying.
Axl Low
Opinion: 5-5
I mean… yeah. Practice this mirror match a lot, it’s a weird one, because when you fight another Axl you’re no longer a zoner, really. You never outrange your opponent, so it becomes this strange game of midscreen footsies where sometimes attacking first is right, sometimes it’s wrong, and you just sort of need to feel it all out. Know Axl’s deadzones, know how fast every attack comes out, and above all, get good at reading your opponent’s patterns. I don’t have a lot of in depth advice, just practice a lot and be ready to shift your mindset in the mirror.
Chipp Zanuff
Opinion: 4-6
Yeah, uh, good luck friends. Chipp is one of the best characters in the game right now and a solidly losing matchup for Axl. He’s a rushdown character that can start enforcing scary mixups at ranges you can’t properly react to. He has 3 jumps in the air, bypassing almost all of your anti-air game. Low health as a downside isn’t as bad for him when you’re a low-damage zoner. It’s pretty self-evident as to why Chipp sucks for you: just play any match against a competent player and you’ll feel it. Couple of things to watch out for in particular? j.2K is really bad for you, try to avoid it or just block it otherwise, because your 6P sucks and can’t check it at all. Use 5K a LOT in this matchup, because it makes Chipp know he can’t just run you over. Find safe gaps to use it to enforce the option in Chipp’s head, because a Chipp that has to think about how to approach you gives you a better fighting chance. In a broad sense, putting space between you and Chipp is always better than trying to check him up close. If you see an opportunity to get away, take it, and don’t even think about trying to go for any fancy up close duels. When he’s jumping up, don’t try to 2S him unless you’re sure it’ll hit, because he can jump away into a deadzone and probably j.2K you. And be very, very careful when he has meter, as Zansei Rouga can on reaction punish many of your normals at almost full screen. Winning this matchup is very much about keeping your cool and not panicking. You still have advantage states, tentative as they are, and constantly forcing Chipp back into them is your best bet. Definitely what I’d consider Axl’s worst MU at the moment, and the best case for picking up a secondary.
Faust
Opinion: 5-5(?)
Look, there are so few Faust players out there that I’m legitimately unsure how to place this matchup. I simply don’t have the experience for it unlike pretty much everyone else in the cast. My best guess is that it’s even, because whenever I’ve played it, character strength does seem evenly matched. A lot of Faust’s movement and moves (particularly Love) leave him hanging in the air and an easy target for you, and his long range is slow and his short range is short, so you have a lot of freedom to zone. That said, he does have Scarecrow to get in almost for free with 50 meter, his crawl forces you into predictable ways to hit him, and worst of all, items are generally pretty good against you. See, a lot of the problems Faust has stems from his items being useless or even detrimental. Since you’re a zoner and struggle to rush in, any item that you might want is very hard for you to contest, and a lot of Faust’s items like hammer or bomb force you to stop extending your hurtbox, giving him space. Meteor is the worst, because it just lets him get in for free, especially awful for you. Faust is… not a great character right now, and I’m not sure how to place this matchup overall, but you have serious strengths against him and he has some pretty good strengths against you, best I can tell. 5-5 for now.
Giovanna
Opinion: 5-5
Giovanna seems like a nightmare to fight for Axl on paper, and if you’re not prepared, yeah, she’ll blow you up. This is one that a lot of people are more down on, and fair enough, but I do think this matchup is more “feast or famine” for both sides than lopsided. Either you or Gio are going to most likely run the other side over in every individual round. Yes, she’s speedy and has amazing advantage up close (also low profiles 5P for some ungodly reason), but she also fundamentally only has two angles she can approach from and no real way to threaten you from fullscreen. So if she gets in, she runs you over, but if you keep her out, you can frustrate her greatly. Gio up close is also not quite as inherently threatening as a lot of the cast, as you’ll very quickly realize that her pressure has certain gaps and her strike-throw game is not as ambiguous (she has to start a throw from her step dash, which is a tell). Axl also has a couple of clever tricks here, with a couple of non obvious checks, such as 2k after you block Sepultura being pretty safe. You can also actually use faultless defense in this matchup smartly, pushing her out of range and letting you pressure back after a blockstring. So Axl isn’t helpless up close, Gio is predictable at long range, meaning that yeah, while she’s fast and rushdown and has inherent archetypical tools against you, you can weather the storm with some smart play. Feast or famine as a matchup indeed. Also, a special note, don’t let her gold burst you. Her defensive buff plus how well she can use roman cancels mean it’s a special kind of hell for a zoner to deal with. Don’t let her hit it.
Goldlewis Dickinson
Opinion: 6-4
So uh, normally I don’t give opinions on newly released character matchups until it’s developed, but, yeah, Goldlewis is extremely obviously going to be bare minimum a 6-4 for Axl. He has no tools to get around your pokes, and it’s very easy to punish thunderbird or skyfish with j.S. He’s a monster when he gets in, but getting in on Axl with poor mobility and a huge hitbox? Yeah, good luck. I don’t have many deeper thoughts right now, but yeah. Poor Goldlewis.
I-No
Opinion: 6-4
This is a matchup that Axl has historically won in previous Guilty Gear titles, and while I agree that he still wins here, he doesn’t win quite as hard as he used to. You have many tools to shut down her unconventional angles, as 5P beats a lot of her air approaches, 6K swats her away from afar, and 2H blows up Stroke the Big Tree. However, the screen is a bit more cramped here, which helps I-No quite a bit, not to mention that you’re one of the few characters that can easily get caught out by Chemical Love with clipped extended hitboxes. If she catches you off guard with Antidepressent Scale, that’ll force you to move, which is good for her. I’m not saying that this is a bad matchup, but don’t take previous game knowledge for granted here, because the volatile nature of this game and your limited options mean that a correct read on I-No’s part can be much more lethal than previously, and she sometimes genuinely can win a round off getting in once and doing her mix well. Patience is vital here, and a patient Axl play can blow even the best I-No player up. Just don’t be shocked if you get slapped around a little learning the MU.
Ky Kiske
Opinion: 5-5
Very straightforward matchup, where it’s obvious who has the advantage when. You have advantage at half screen or closer, your chains beating Ky’s fireballs easily. However, when Ky gets in and is able to apply shock state, your life becomes a hell of a lot harder, and you have to start to be very, very afraid of his mixups and effective use of tension. However, you have good tools. If you have a good read on Foudre Arc, the best punish is 6K, as it lets you lead into a very effective combo. 5P is an effective punish tool against Dire Eclat and Stun Edge blockstring finishers, good to keep him in check. And if you block stun dipper, you can often punish with 2H, straight up. You have a lot of fantastic tools to check Ky’s pressure, but remember that all this vanishes when you’re in shock state, and that his sword is a shockingly good tool to hit you further than a lot of other characters. If he does get in, his strike/throw game is really strong and hard to deal with if he keeps you locked down, which is what keeps this matchup from being really good for Axl. Ultimately, you control the pace of neutral, so keep it that way, and use your strengths there to prevent Ky from getting the advantage and running you over in the corner.
Leo Whitefang
Opinion: 5-5
Leo is a matchup of two extremes: when he’s in neutral, he’s slow, sluggish, predictable, has no real tools to deal with you. If he’s able to get into Brynhildr stance, however, he becomes a terrifying mixup machine that you realistically can’t counter. Everyone struggles against Leo in this stance, though, so really the fact that Axl does such a good job keeping him out of the stance is great, right? Well, a couple of things. Leo has better than average range, meaning some jump in angles force you to block as his moves will beat yours. His H.Gravierte Würde will generally beat your Rensen and j.S, not good news either. Realistically, you can’t keep Leo out of backturn the entire match, and eventually you’re going to have to deal with the blender and probably eat a lot of damage. That’s the main reason why this is even, because it’s just not realistic to win neutral forever, and losing even once can be really, really rough for you. So this matchup really depends on how much of a blood price you can make Leo pay before he gets into it, and then worming out at your first opportunity to make him pay that price again.
May
Opinion: 5-5
This is one I’m still not sure on, and I’m personally weighing it more negative, but I can see a lot of arguments for it being OK or being good. 5P and 2H both stop dolphin dead in its tracks (H leading to beefy damage), and your range means Applause for the Victim is even worse in neutral than it usually is. Her approach options in general are very predictable, and you can cover many of them at once with simple anti-airs. So May struggles to get in and many of Axl’s tools work well against her, so why is this even? Because, more than any other character, one mistake vs May is really bad news for you. Her damage is higher than most in this game, and on such a read based character as Axl, that can be rough. She also has ridiculous range and disjoints on many of her aerials, meaning situations where she’s flying toward you in the air aren’t easily reactable with your less disjointed chains, and you’ll often just be forced to block and let her in.The real problem, however, is her corner pressure. Axl’s tools just don’t match up well in the corner, and your options to contest her are slow and easily punishable on whiff, all mistakes which lead to massive damage. Your fastest tool in 5K just can’t match up to her disjoints in any way either. I am personally far more down on this matchup than most, but generally from what I’ve seen it’s the matchup with the most wide-ranging opinions for Axl right now. I think it’s at least safe to call it 5-5, but keep an eye on this one.
Millia Rage
Opinion: 4-6
It’s a tossup between Millia and Chipp for Axl’s worst matchup in Strive right now. I personally think Chipp is worse, but man oh man does fighting Millia make you want to tear your hair out. It’s a twofold issue: first, her aerial mobility. Millia boasts two air dashes and two special moves (Turbo Fall and Kapel) that can all alter her momentum in the air extremely quickly. What this means is that you, as a slow, committal based character with air moves can easily be baited into throwing out an attack that she dashes away from, then using a special to quickly propel herself into a punish or a blockstring. No two ways about it, her abilities in the air are almost tailor made to deal with your anti-airs. Everyone struggles against Millia’s mixups once she’s in, but you particularly struggle because you have no moves faster than her fastest move (6 frames), no reversals without meter, and a lot of your moves can’t be used when the disc is out because they’ll extend your hurtbox into it (particularly j.H). It’s pretty obvious why this is a bad MU, but don’t give up, because it’s not hopeless. She does have low health, so any beefy hits you manage to get on her will give you a lot of progress in the round. And, conversely, your fastest normal tends to outrange hers, so a lot of Millia’s ground approaches can be stuffed with 5K: don’t forget that she has nothing faster than that, so don’t be afraid to throw it out. Millia is rough, don’t get me wrong, but hardly cause to give up.
Nagoryuki
Opinion: 6-4
Nago is a very solid matchup for you overall, luckily. He’s pretty slow, has no air mobility, and a lot of his moves can’t properly challenge yours even in bloodgauge 2. All his fast movement options are grounded and all he has in the air is a slow jump, meaning he in particular is vulnerable to the threat of Winter Mantis. A special note also for 2H, as it’s a powerful space control tool for him, but if he whiffs it it’s very easy for you to 2H back and get a powerful counterhit into Rensen. You have to keep an eye on his bloodgauge, because the tools he has against you change depending on the level. At 0 or 1, his range is terrible but he has more freedom to use his special moves, so feel free to make him uncomfortable at midrange but keep in mind that whiffing moves is very risky for you due to his explosive nature. Bait him into using blood, and if you’re caught in a combo, don’t be afraid to burst out early, leaving him with high blood at full screen. In bloodgauge 2, it’s extremely easy for you to bully him as he’s locked out of free use of his special moves and only has a very easy to check superjump. This is your advantage state, in a sense, and it should be what you seek to take advantage of in this matchup. The game state will eventually shift to a huge advantage for you, and that’s where you take true advantage of Nago and use your range to frustrate him. Feel the matchup out, know when it’s safe to do what, and Axl has the upper hand in the long term.
Potemkin
Opinion: 6-4
Ah, the archetypical one-sided Guilty Gear matchup hasn’t changed one bit. It is extremely obvious why Potemkin is a good matchup for you. He’s slow, has a huge hitbox, you outrange him, and you have Rensen to chew through his super armored attacks. Your greatest tool in this matchup is by far j.S, as he has basically nothing that can punish it even if you whiff it or if he armors through it. It’s so self-evident as to why you beat Potemkin honestly, I’m not sure what else to say, so here’s a couple of things to watch out for from good players. 5H is a really good tool for Potemkin to contest space, made even better in this game due to the screen being slightly more cramped, so try to stay out of that range as much as possible. Good Potemkins can crouch and position themselves just right to make it so that the only normal you have that can hit him is 2H. This forces you to either be predictable at range (and easy to armor through) or approach him slightly, so try to make it hard for him to camp this range. Megafist can hop a lot of your normals as well, and good Pots can and will make it the last thing on your mind: it’s an extremely potent option for him if you forget about it, so do not forget. And finally, just uh, don’t get hit by Garuda impact? For the love of god just try not to even block it, as it’s practically a win state for Potemkin in this game and he knows it. This is a very good matchup for you, but do not get complacent and treat it as a free win, because good players will not make it such.
Ramlethal Valentine
Opinion: 4.5-5.5
Ramlethal is a matchup that seems oppressive, and it is, but it’s not as bad as at first glance. First, the bad: she wins neutral against you, somehow. Her moves are way more disjointed than yours and absolutely have the range to challenge yours, and she gets a lot more corner carry and therefore advantage state off stray hits compared to you. Being in the corner against Ram is still terrible as it is for everyone. Her supers are terrifying to you, as Calvados can be used on reaction to beat Rensen, and Mortobato has so much range as to threaten your normally safe oki. So what makes this not horrible? You have long range options when stuck in the corner that Ram has to keep in mind: she has to respect 5P especially as it can stop her dash pressure dead in her tracks and j.H/j.S can dodge the explosion and stuff her. While neutral isn’t great for you, it’s not unwinnable, and there are many angles that you do shut her down from, her j.H in particular being a very poor tool against an attentive Axl. And besides her supers, she has very little in defense or approach options, so she’s put in a position of having to approach while not being the most suited to it, giving you the ability to decide the pace of the match. Ramlethal is very scary and her corner pressure is particularly nasty to your low-guts zoner self, but this is the “best” of your bad matchups and the closest to 5-5. Don’t give up by any means, stay out of the corner, and lab out your unique responses to her pressure.
Sol Badguy
Opinion: 5-5
What? Sol “Clean hit viper” Badguy, famed top tier of the game, has an even matchup with Axl? Yeah, actually, I don’t think the Sol matchup is that bad. His pressure game is terrifying and one wrong move can blow you up, but there’s a lot going your way in this matchup, mainly that his approach is very linear. Sol’s approach options aren’t fantastic and he has little in the way of challenging your tools. Vortex is very easy to blow up with 2H, and bandit bringer’s air hang is just begging for a sickle to the face. His gunflame as a pressure ender is easy to challenge with 5P, and in general your ability to pressure oki from far away means his ridiculous DP isn’t as much of a threat. All that said: it’s still Sol, f.S puts you into a very nasty guessing game, his damage is cranked, and you have to play this entire matchup on eggshells. But it’s playable and winnable because he’s so linear when he’s not up close, and proper play can mean he has to give up almost half health to get in close once. Your greatest strength is that this is ultimately a straightforward matchup where almost every situation (besides f.S) has a clear solution on your end, meaning that if your reads are on point, Sol can be shut down. Don’t crack under the pressure and Sol is manageable.
Zato-ONE
Opinion: 6-4
Zato is my pick for most currently underrated character, but luckily for you, this matchup is not overrated for him, as it’s pretty solid for Axl. Zato’s air mobility is slow and predictable, easy to check, and his grounded approach options are terrible on account of your 5P clipping his dash. Full screen Oppose might seem like it provides cover for him to get in, but oops command grab beats that too! In general, Eddie is also not very useful from fullscreen because you can safely poke at him in order to desummon him, so Zato is stuck fighting by himself anywhere besides close up, making your advantage state in neutral smothering. Now, Zato is terrifying up close when he does pressure you, yes, and very often when he gets in it’s next to impossible avoiding getting wallbroken, but that just means you get reset back to neutral, where you have a crushing advantage. Again, not a free win, but a floaty, predictable character whose main strength gets shut down at full screen is going to be in your favour. Check him well and especially abuse your command grab, and he’s going to have a really bad time.
So that’s everyone! I think Axl is in a pretty good spot in the fledgling meta, all things considered. There’s only one top tier everyone thinks he loses to right now, and he can trade blows very well with many of the strong and mid tier characters in the cast. I can’t think of anything in particular I want changed about him, as no matchup (besides Ramlethal but that’s more on her, not him) feels wonky or underdeveloped. Axl’s fundamental gameplan is very solid as is, and putting him into the explosive damage environment of Strive has ended up with a zoner that’s more about tripping the opponent up off one big hit instead of death by a thousand sickles. I can’t think of any tools it feels like he’s desperately missing, and he fills the niche of patient, neutral dominant playstyle with some fun (albeit linear) combos as a reward. Short of adding new moves, I can’t think of anything besides a better 5P hitbox I think he needs. I’d probably place him just under top 5, or maybe even #5 in the cast, though I am an eternal character optimist. Axl is fun, worthwhile, and has defined strengths and weaknesses that are fun to play around. What more can you ask for in a fighting game character?
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