Sickle Flash [4]6S
Sickle Flash Melody Chain Spinning Chain Strike
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Version
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Damage
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Guard
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Cancel
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Roman
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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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Attack
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20×3
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Mid
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-
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YRP
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12
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12(3 Hit)
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39
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-15
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Melody Chain Sickle Flash > 8 or 9
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35
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Mid
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-
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YRP
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1
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12
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35
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-13
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Spinning Chain Strike Sickle Flash > 2 or 3
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26×5
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Low
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-
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YRP
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7
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[2(5)]×4,2
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17
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-5
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Sickle Flash (or "Rensengeki", usually abbreviated "Rensen"), a three-hit projectile, is the move that defines Axl's gameplan. It's fast and hard to contest on the ground, which makes it a strong tool for stopping ground approaches, absorbing opposing projectiles for each hit and reaching almost full screen to stop set-up attempts.
- Knocks down on hit reliably unless the opponent is high in the air after a long combo.
- Loses to pre-emptive IADs, especially IAD YRC which slows the time too much for the follow-ups to even come out. Also, mind the unsafe range against moves like Bandit Bringer and Megafist.
- The hurtbox extends forward quite a bit, so use only after pokes like 5K or f.S at closer ranges.
- Can be YRC'd for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to jumpers with 6K.
- Thanks to Xrd's lenient charge buffer, Rensen can also be done after a dash by [4]66S for additional horizontal reach, though it obviously makes the startup significantly longer.
- The pushback doesn't work in corner since it's a projectile (ie. it only pushes the opponent away from yourself, not yourself away from the opponent), so doing it or any of the followups in corner is easily punished
- Some characters can punish even midscreen with special long-range tools (eg. Bedman's 3H) thanks to the big frame disadvantage (as much as -19 with IB).
Melody Chain ("Kyoukusageki") is mostly used to prevent opponents from jumping over a Rensen to get in, but can also put them in an unfavorable position to tech from.
- Counter hit gives full untech time until knockdown, which means a free combo followup with 6K or run c.S/6P.
- It can be RC'd (with enough untech time to wait for the RC proration to cool off, also works well for baiting bursts) for an easy combo into a knockdown with TK Bomber.
- If the normal hit connects your opponent when they are very close (ie. meaty) or in a very short corner combo, you can link into 5P if they are not too high above.
- Can be slightly delayed for a harder IB timing or creating more pushback in a blockstring or combo.
Spinning Chain Strike ("Sensageki") provides a more damaging knockdown option in the corner (or midscreen for specific characters).
- Although it's the only non-projectile form of Rensen, it's still easily punished by making it whiff with FD pushback, so use very cautiosly on block.
- Can be used to surprise opponents who refuse to block low on Rensen and it's follow-ups (eg. trying to stand IB the Kyokusa, trying to hold up-back for a jump).
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