*Jump-cancellable and pulls the opponent downward, so very important for converting into air combos
*Jump-cancellable and pulls the opponent downward, so very important for converting into air combos
*More untechable than 6K, allowing followups like j.H or j.D
*More untechable than 6K, allowing followups like j.H or j.D
*Does not cover the range directly above Axl. Never use in situations where the opponent is falling straight onto Axl, such as when his back is to the corner and they are coming down along the same edge of the screen.
*Does not cover the range directly above Axl. Never use in situations where the opponent is falling straight onto Axl, such as when his back is to the corner and they are coming down along the same edge of the screen (At this spacing, your best anti-air option is probably airthrow or tenhouseki, but 5H also works if you have enough time to get it out)
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
Only selectable on the Arcade and PC-Rollback versions of the game.
Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.
Overview
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 frame-one autoguard move, and surprising damage potential for a character who's built for range when he's near the corner (And excellent corner carry with meter). 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 has a bad hitbox, and Hachisubako (autoguard DP-esque move) is weak to lows and unsafe on block. If you like keeping the pressure on from a bit far away, Axl might just be the character for you.
1st hit (Frame 9) • 1st hit (Frame 10) • 1st hit (Frame 11) • 1st hit (Frame 12) • 1st hit (Frame 13) • 2nd hit (Frames 16-17) • 2nd hit (Frames 18-19) • 2nd hit (Frames 20-21)
•2nd hit pulls in opponent on hit
5[P]
5[P]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
24
Mid
9
5
18
-11
2
6
5
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
5.28
SR
11
12
16
12
•Axl is in CH state during move
An anti-air for catching jump startup and low air approaches.
Situationally useful for punishing projectile startup.
The extended hurtbox and high aim makes it a fairly weak poke for grounded neutral, and it should be used sparingly against grounded opponents who aren't extra tall.
Gatlings into 6K and 2S, and the two hits make it easy to hitconfirm, so this is one of Axl's core starters for air combos.
•Staggers opponent on ground CH (max 35F) •In CH state for first 3 recovery frames
Left hook
Good footsie and approach stopper
Good round start move, only directly contestable in a few matchups
Staggers on counterhit. This can allow some tricky situations with rashousen, but also makes the hitconfirm into rensengeki more guaranteed
Can be low profiled under
f.S can be gatling'd into from 2P. This gives you more options out of 2P, or could withdraw 2P's hurtbox early for safety if 2P connects.
If this move is done at typical spacing, cancelling it into a Rensen Geki will combo against a crouching opponent, but not against a standing opponent (unless counterhit).
5H is mostly combo or blockstring filler, but has some useful properties.
Bounces on counterhit, making it rewarding in frametraps.
Has some hurtbox shenanigans that often work like upper body invul, so it will occasionally trade favorably (especially on counterhit).
At -2 on block, its one of Axl's safest ways to end a blockstring without an frc
Raises guardbar by 20 points
5H's main selling points are its damage, guardbar, and stun. Many of Axl's special moves have a lot of startup, and canceling from 5H is often the best way to make them harder to contest
Axl's dust doesn't lead to much damage, but has decent corner carry and can catch them not paying attention because, like all 5D's, it hits high. Its main strength is that it has huge range for a dust. Its weakness is that its tied with S Raei Sageki for Axl's slowest move (28F startup).
5D also has some lower-body invuln near the active frames, and can be used to call out lows pre-emptively
While 6H is usually preferred as an overhead due to faster startup and better nominal frame advantage, 5D is safer in many circumstances because it pushes the opponent further away and doesn't put Axl right in jab range in its startup
Axl can do a fake impossible dust combo (8jD-8jD-TK Bomber) from nearly any range, which can be converted into a bomber loop from pretty far from the corner. With the Axl Bomber FRC, it can also lead to a normal air combo midscreen.
Fun Axl Fact: This move has so much range, it can make it hard to actually get the launch combo if it connects from too far away. You can sometimes fix this by using j.6P to pull them closer to Axl at the beginning when the screen flashes.
•Blows back opponent on aerial hit •Floats and blows back opponent on CH
1~10F upper body invul, but not as much as most 6Ps. The hurtbox extends higher than 2S and the hitbox is tiny, so it's pretty bad as an anti-air, especially since Axl is a walking surface-to-air missile and any of his long range chain attacks will serve you better.
6P launches on counter hit and has the upper body invul, so it can occasionally work as a high-reward counterpoke, but 3[P] is much more effective for that and less likely to get you killed.
Mostly this move serves as blockstring filler, adding some extra guardbar when you have the space to gatling it from c.S or 5K, and it's Jump-Cancelable, so it can add some tricks to your pressure.
1st hit (Frame 13) 2nd hit (Frames 26-27) • 1st hit (Frame 14) 2nd hit (Frames 24-25) • 1st hit (Frame 15) 2nd hit (Frames 22-23) • 1st hit (Frame 16) 2nd hit (Frames 20-21) • 1st hit (Frame 17)
•In CH state for first 3 recovery frames
6[K]
6[K]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
Mid
13
5
29
-17
4
14
4
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
SJR
16
17
16
14
•Blows back opponent on aerial CH (untechable for 64F) •In CH state for first 13 recovery frames
Long range chain, hits between the angles of 5P and 2S. This move serves two main purposes
The first is to use this as necessary combo filler after anti-airing with 5P when they are too far away to go right into 2S.
The second is doing it after a faked Rashou Sen to catch them trying to jump from fear of a real one. Just be sure they actually jumped or you could be in trouble for whiffing this move!
Its also a long range anti-air that can catch people trying to jump, but it has a lot of cooldown, so its only recommended for this as a last resort when other anti-airs will miss. (5P is a better for catching jumps)
Like most button hold versions of Axl's chains, 6[K] ruins combos and is more in the negative on block than the normal version.
You can get a combo directly from an anti-air 6K, but only with TK FB Bomber, j.K, or j.6P
Can chain back and forth with 2S to force an aerial opponent to spend a ton of meter FDing or catch them trying to tech
All of Axl's long range chains have a hurtbox and this is no exception. Don't stick a fork in the electrical socket.
•Axl is airborne 11~31F, not in CH state during 1~10F •Hits crouching opponents on 27F (tested on Sol) •In crouching state during recovery when gatling'd from crouching normal
A leaping overhead with long startup and active frames.
Safest to do after 5H, but c.S and 3P are also good choices.
Airborne between frames 11 and 31, so it can beat most low-hitting attacks if you read them correctly.
If 6H lands as an anti-air, it can usually confirm into a combo
Hitting 6H late as meaty on wake-up gives you a big frame advantage, but can be reacted to with invuln reversals
Decent untech time, used for higher-damage air combo extensions
A great move to RC for pressure/combo extension
Moves Axl closer to the opponent (can help get you to preferred range for a matchup/situation)
6H can whiff entirely by jumping over some crouching characters if done too close. It will occasionally hit them as a cross-up (especially against Faust), but it's not very reliable
1st hit (Frame 12) 2nd hit (Frames 25-26) • 1st hit (Frame 13) 2nd hit (Frames 23-24) • 1st hit (Frame 14) 2nd hit (Frames 21-22) • 1st hit (Frame 15) 2nd hit (Frames 19-20) • 1st hit (Frame 16)
•2nd hit pulls opponent in on hit or block
2[P]
2[P]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
22
Low
12
5
20
-13
2
5
4
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
5.28
SR
11
12
12
12
•Axl is in CH state during move
Like 5P, but lower
Extends faster than 2H, but generally a weaker low poke option
Great for extending pressure with f.S and 6H gatlings, and is special-cancellable to boot
Really bad hurtbox, so not very useful for neutral (Many 2Ps, 6Ps, and anything low profile will beat it clean from almost max range)
Vacuum effect can make a Raei Sageki very ambiguous (but unsafe)
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•2nd hit pulls opponent in on hit •In CH state for first 4 recovery frames
2[S]
2[S]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
28
Mid
8
15
12
-13
3
10
5
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
5.28
SJR
13
14
14
13
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•Untechable for 20F if it hits from 10F Active frames and onwards •In CH state for first 4 recovery frames
The god anti-air
Huge upward range and decent horizontal coverage, plus a crouching hurtbox. This is what Axl has instead of a 6P
Jump-cancellable and pulls the opponent downward, so very important for converting into air combos
More untechable than 6K, allowing followups like j.H or j.D
Does not cover the range directly above Axl. Never use in situations where the opponent is falling straight onto Axl, such as when his back is to the corner and they are coming down along the same edge of the screen (At this spacing, your best anti-air option is probably airthrow or tenhouseki, but 5H also works if you have enough time to get it out)
1st hit (Frames 11-12) 2nd hit (Frames 23-24) • 1st hit (Frames 13-14) 2nd hit (Frames 21-22) • 1st hit (Frames 15-16) 2nd hit (Frames 19-20) • 1st hit (Frames 17-18)
•2nd hit pulls opponent in on hit or block •First hit staggers for max 45F on normal hit and second one for max 35F on normal hit
2[H]
2[H]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30
Low
11
14
16
-13
4
11
4
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
3.84
R
16
Stagger 45
16
14
11~12F
•Axl is in CH state during move
Big scary low hooks
Huge range low that pulls in a decent amount
Not special-cancellable, but gatlings into both 6H and 5D, as well as 2D, meaning that your opponent is in a (kinda slow) mixup situation after blocking it
Great for pulling the opponent close enough to launch for a combo
FRC point can save you from a whiff punish or sometimes extend pressure
Staggers on hit, so can sometimes combo into throw if the opponent isn't fast enough
Decently disjointed at the tip, so it clashes with several DPs if spaced well
•Launches and knocks down opponent on ground CH •In crouching state during move •In CH state for first 8 recovery frames
Don't trip.
Confirm, or at least a knockdown, on counter
One of the few instances where holding the button is often worth it. On counterhit, the first hit will pop the opponent into the air and the second hit will screw up your intended confirm, 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 2S or 5H, instead of unintentionally letting the opponent air-tech away. The 3[P] counterhit can also be used to fish for a knockdown at neutral.
Can gatling from j.S to preserve counterhits and avoid projectiles and guard counters trying to hit the j.S hurtbox
Often used falling as a relatively safe jump-in that can lead to j.K for a second overhead
At least we get a mashable jab in the air! Its a good air-to-air, and works for bringing them to the ground if you get them to block it. Jumping up and air-to-airing with this move can be a useful way to catch people trying to jump in when they expect 2P or try a weird angle that Axl's anti-airs have trouble covering.
j.P gatlings into all of Axl's other air normals, so you have lots of options to confirm into a combo. If you anti-air or jump in with mash j.P near the ground, you can gatling into j.H → landing cancel, then continue the combo on the fly (5K, 2S, and 5P work well for the pickup).
You can also set up a bomber loop in the corner with jump in>late air dash>j.P>j.D>H Axl Bomber. Mix this up with j.H safe jump and empty jump 2K so they'll never see it coming.
Untechable forever and ever on air counterhit, often long enough to land and pick up a combo
One of your fastest rising normals, and crucial for picking up air combos from weird spacing
Good for option selecting with airthrow
j.K is a useful air-to-air with good range and speed. It can confirm into j.D>FB Axl Bomber on hit for a combo, or gatling into mash j.P on block to bring them to the floor for ground pressure.
j.K can also work as a last resort jump in when the spacing or timing are wrong for j.H or j.S.
1st hit (Frame 11) 2nd hit (Frames 23-25) • 1st hit (Frame 12) 2nd hit (Frames 20-22) • 1st hit (Frame 13) 2nd hit (Frames 17-19) • 1st hit (Frames 14-15)
•2nd hit pulls in opponent on hit or block
j.[S]
j.[S]normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
23
High/Air
11
5
20
3
8
4
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
SR
13
14
14
13
•Axl is in CH state during move
Sky hooks
Long-range downward overhead
Great for disrupting attempts to zone
Situational combo extender in the air
Can reverse-gatling into j.P to be safer from guard counters and projectiles on block
•Sends opponent on opposite side of throw direction
Puts the opponent opposite the direction you threw them (forward throw puts them behind Axl, back throw puts them in front)
Best move to option select with is c.S
link into 5P, 6K, or microdash > 5k to confirm into a combo
Throw > Rensen Geki or Throw > FB Kyokusa Geki are burst safe kills
Be mindful of the corner when going for a throw. Don't miss a bomber loop because you threw them out of the corner. By the same token, don't get killed doing a non-os'd throw because you wanted the bomber loop too badly.
2K, 5K, c.S, and 3P are good moves for tick throwing
Some heavy or small hitbox characters, such as Johnny, Ky and RoboKy, require microdash > 5K to get the confirm.
Its tempting to reversal throw as Axl, due to his lack of other reversal options, but don't get comfortable with it. Its extremely easy to bait.
Not very good, but one of Axl's few ways to defend himself
Very easy to low profile
+2 on block
Axl can combo off his Dead Angle Attack with DAA>5P>whatever. The damage is very small, but the moves after the Dead Angle can kill the opponent if they are almost out of life.
A fast, throw-invulnerable attack about as big as Axl's body
Comes out in 4F, making it Axl's fastest attack
Upper-body invuln comparable to some of the better 6Ps in the game
Good as a combo starter, launches and has an FRC point after the hit
Sometimes trades with overheads, and can allow a meterless air conversion in this situation
While not a real invincible DP, this is your go-to, fast, throw-invulnerable move that can potentially get the opponent off of you.
Invuln is only above the knees, so S Benten may trade or lose to some low profile moves
Due to hitstop, this move's FRC has a hit and a whiff timing. It costs more meter, but you can opt to go for the whiff timing to make sure you either RC or FRC either way.
Its risky due to not being a real DP, but the partial invul allows S Benten RC/FRC to used as a frame trap.
S Benten RC/FRC is a viable way to continue the combo if you don't have Rensen charged up
Because the FRC point is so early, gatling into S Benten FRC is a way to quickly put Axl back to neutral for safety.
H
623HH Benten Garispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
36, 24
Mid
9
4(4)1(2)1
33
-18
5
20×2
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1.75/4.80×2
1~8F Lower Body 9~10F Front Leg 1~10F Throw
R
18
Launch
30
15
623H 1st hit is the same as 623S • 623H 2nd hit comes out automatically
623H: 1st hit (Frames 9-10) • 623H: 1st hit (Frames 11-12) • 623H: 2nd hit (Frame 17) • 623H: 2nd hit (Frame 19)
•Max 2 hits •Frame Adv -26 when opponent blocks only first hit •In CH state 1~25F •Can cancel into Followup Axl Bomber 31~33F
A low-crushing anti-air with a followup
Lower-body invincible and also throw-invuln, so sometimes can be used to beat mixup
Situational anti-air, but pretty slow to start up. The extension on the second hit covers a range somewhere in-between 6K and 2S
The chain part of this move's hurtbox doesn't go all the way up, so it may beat some things that Axl's other anti-airs lose to.
The Axl Bomber followup is untechable for a long time, so this is a good meterless ender for air combos you want to knock the opponent down (This is good for when you don't want to spend meter on a prorated combo from throw or Tenhouseki, or just want to keep your pressure in exchange for doing a bit less damage)
H Benten RC can continue the combo if you don't have Rensen charged up, and raise the opponent's guardbar 40 points, while continuing your pressure if they block.
You can opt to do H Benten at the end of a surface-to-air combo with Axl's long range buttons to get a burst safe kill
•Axl is in CH state 1~40F •Can cancel into Kyokusa Geki or Sensa Geki on 41F •Must charge back for at least 30F to perform Rensen Geki •Max 3 hits •Projectile, disappears if Axl gets hit
Fast projectile that hits near the ground. One of Axl's most important tools.
Axl's farthest reaching attack
Hard knockdown most of the time, good for ending ground strings
Considered a projectile, and will stuff many other projectiles.
Rensen only disappears if Axl's body is hit.
Useful long range bullying tool if used carefully. The threat of Rensen can get people to jump, giving you a chance to anti-air them.
Can catch people trying to hit the hurtboxes on long range chain normals.
Good chip and OTG damage.
Can be followed up with Kyokusa Geki or Sensa Geki from f41~62, so you have significant wiggle room to make it ambiguous.
Works as a long range oki if you simply want to reset to long range neutral after a knockdown.
The FRC point allows Axl to continue pressure from massive frame advantage and launch from most ground hits.
Extremely important to making Axl threatening at long range and dealing with opponents who attack the hurtbox on long range chains. The FRC is a cornerstone of Axl's pressure and confirms, so it is absolutely essential that you master it.
•Axl is in CH state 1~79F •2nd hit has Dizzy modifier x0 •Must charge back for at least 30F to perform Rashou Sen •Can cancel to Rashou Sen Feint 25~27F •Rashou Sen cannot be performed when the opponent is knocked down or in sliding state
Full screen unblockable
Not actually a throw, and so will catch jump startup and other throw-invul actions.
Unblockable, but SB-able in the air (Leading to weird janky interactions)
Not a lot of damage, but an essential tool for forcing people to jump
Much of the startup is low-profile
The projectile cannot be negated by other projectiles, and will simply pass through them until touching the opponent.
Hitting the opponent puts Axl in an invincible throw animation, making this a great tool for getting through projectiles and traps
Feint Rashou Sen -> P
[4]6H > PRashou Sen Feintspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
Total 12
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
•Fastest possible Feint is 36F
Fake it 'til you make it
People get afraid of rashousen. If they jump and you feint, they're often in your optimal anti-air range
Traps any high/mid attacks, but not projectiles. Also works on crossups.
Due to Tenhou Seki's fast startup, you can counter a lot of slower moves on reaction.
Taking a hit during the active frames of Tenhouseki causes an invulnerable throw animation that crosses the screen and hits the opponent no matter what. Useful for dealing with crowded screens if you can bait a hit.
Allows a full air combo, but it's scaled to 65%
Since the activation is essentially a guaranteed throw, it doesn't matter how many hits the opponent's attack has or if it's invincible. Great for catching reversals.
Works on Johnny's Mist Finer, even during Bacchus Sigh.
K
214KK Tenhou Sekispecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
60
Total 31
5
12, 6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
-/0.90
Forced 65%
4~17F Catch Low
Launch
Down
15
K
•Cannot counter projectiles •In crouching state 4~17F
Same as the high version, but only traps low attacks (Not mids)
Can hit as a crossup or in front, depending on range
Doesn't stop momentum, so use it while running for more distance and ambiguity, or to land further past the opponent.
Slides the opponent far away from Axl. This sliding state is long enough to pick up a full combo in the corner, but midscreen, it sends the opponent too far to hit with anything but max range rensen (too far to FRC and convert) without the FRC point.
This move's FRC point is very versatile. It happens right at the start of the active frames (2 frames before and 1 during the first active frame). This means that Axl will complete his jump and then cancel, leaving him in the air. Also, if you Jump Install the move (Either in a string before it's performed or by adding an upward direction to the end of the motion from neutral), you can double-jump or airdash afterward. This has a few major applications
Mixup: Raei Sageki is already an ambiguous crossup, but the FRC adds another layer. With it, you can hit a different overhead (or two) while falling, or land and do a low or throw. If it's JI'd, you can also mess with timing with another jump, or airdash for another crossup layer with Kokuugeki
Movement: Raei Sageki moves forward very quickly, and maintains your running momentum. You can use it a lot like Johnny's Killer Joker Transport FRC.
Combo: With the last-frame FRC (Or an RC), the attack will still hit, but Axl will be free to act in the air. This allows a midscreen conversion for considerable damage using airdash-j.H if you JI.
•Axl is airborne 7F onwards •Holding H delays startup (max delayed Startup: 106F) •Fastest startup to hit standing opponent is 50F (tested on Sol) •Max 3 hits
I must go, my people need me
Goes all the way to max height, then hits all the way until Axl lands
You can hold the button to stay in the sky longer
You can DI left or right to move around through the entire move. Useful for messing with the opponent's spacing, covering more distance, or making it cross up ambiguously.
Maintains running momentum, so it can travel almost the whole stage if done from running
RCing this move puts Axl on the ground almost immediately no matter how high you hit. This allows for a fairly easy conversion, and can put the opponent at frame disadvantage above you if they block it in the air.
The leap upward is very fast, and will dodge a lot of attacks and then punish them
Axl's best way of catching opponents who can fly over his grounded AA kit, like Bridget
Axl is still considered to have traversed the horizontal space he covers, so this can wipe out a whole forest against Testament
Axl's primary corner combo tool, floorbounces the opponent while putting Axl back on the ground and is very untechable
Stops Axl's momentum, hovers for a bit, then shoots downward, so it can screw with anti-airs and is just a nice movement tool
Does a ton of blockstun, so it can do a lot to maintain your pressure if you can get it out. Great way to continue a blockstring from the air
FRC point is pretty lenient and happens right as Axl lands (The FRC is actually on the landing recovery of the move). This allows conversions from midscreen, continuing pressure, and just being safer when you whiff
Versatile giant air projectile with a number of applications
Stops Axl's air momentum completely, useful for air-to-air spacing
This attack can't be blocked normally in the air, so it's a good harassment tool against aerial opponents
The FRC allows Axl to continue pressure or combos from the air, and can confirm into a normal air combo on a close hit or on counterhit from most ranges
Starts behind Axl in 7 frames, strong as a crossup in okizeme or pressure
Upward Axl bomber, more like the H Benten followup than the current Axl Bomber
Throw-invulnerable, so it can beat airthrow attempts
Allows Axl to act afterward, preserving all jump options. FB Bomber can sometimes be used as an additional diagonal forward jump, or to mess with anti-air spacing and timing.
Major combo extender and corner carry tool. Will connect off of a ton of different things and following up from it is pretty easy
Like most IKs, super slow, risky, and not gonna see much play at a high level
Active for a long time, and has a huge coverage along the ground, so if you're already in IK mode, you can punish DPs and bursts and stuff pretty pre-emptively
To edit frame data, edit values in GGACR/Axl Low/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.