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Axl Low is a long-time member is of the Guilty Gear roster. In Guilty Gear Strive, Axl Low returns with his iconic dual chain sickles. He is classified as a long-range character and uses his dual chain sickles to keep his opponents at a distance and poke them out. This guide will give players all the information they need to excel as Axl Low.

Upcomer’s Guilty Gear Strive character guides use numpad notation. Numpad notation is a universal form of notating fighting game inputs that is able to go past language barriers. It is based off numpads that can be found on a computer keyboard. Five is the joystick at neutral and the numbers branch out from there. For example, 236 would translate to “down, down-forward, forward” in numpad notation.

Guilty Gear Strive inputs

Guilty Gear Strive Input Name Shorthand
Punch P
Kick K
Slash S
Heavy Slash HS
Dust D

Command Normals

Move Name Input Description
Command Normal 1 6P Axl does a short jab forward. This move has upper body invincibility, making it a good move to counter jump-ins and aerial attacks.
Command Normal 2 6K Axl sends his sickle upwards in a diagonal motion. This works well as a way to shut down airborne opponents but will whiff on grounded opponents.
Command Normal 3 6HS Axl leaps forward and hits an overhead attack. This will hit on crouch-blocking opponents and goes over lows. Axl has advantage on block.

Special attacks

Move Name Input Description
Sickle Flash 4(Hold)2S Axl sends his sickle across the screen. This move will quickly cancel out projectiles and moves. It has followup rekkas that can be performed during the move.
Soaring Chain Strike 8 during Sickle Flash As the sickle returns to Axl, he sends it in an arc that will hit airborne opponents from behind.
Spinng Chain Strike 2 during Sickle Flash (Hold OK) Axl spins his sickles as it returns from Sickle Flash. This move hits low, making it a strong option against grounded opponents. If a player holds down 2, the vacuum effect of the move will be increased.
Winter Cherry S during Sickle Flash Axl makes the sickle explode during Sickle Flash. It only explodes on full extension, so it will whiff if used on a close opponent.
Winter Mantis 63214HS Axl sends his sickle out along the floor and then pulls it back to hit his opponent. This move is unblockable and can be followed up on at close-range.
Snail 214HS (Air OK) This attack has Axl send his sickle out to the middle of the screen. This move is good for combos taking place at mid-range but will not hit close opponents.
Rainwater 214S Axl swings his sickles at his opponents feet while jumping back. This is a good way to maintain distance from an opponent and only leaves Axl with slight disadvantage on block.
Axl Bomber 623HS in mid-air Axl does an upward strike that launches the opponent. It can be followed up on, depending on the angle that the opponent is hit from.


Move Name Input Description
Sickle Storm 236236HS Axl lights his sickles on fire, swinging them multiple times. The first hit is close with the range of the move extending from there. This is a great move to end combos with at close-range and does a ton of damage.
One Vision 632146P Axl controls time and freezes his opponent. Doing the input the first time will ready the move. Performing it a second time will release the attack that freezes an opponent. The freeze can be canceled into from any move.