Line 757: | Line 757: | ||
Use this alot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup letting you clip opponent trying to jump at you. | Use this alot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup letting you clip opponent trying to jump at you. | ||
On deep, crouching or counterhit, let's you combo into {{clr|4|j.214H}}. Otherwise, it's a decent frametrap that's tricky to punish. Don't get TOO comfortable with it- it can't be used in every situation. j.P or j.K should be used instead in air-to-air situations, depending on the range. | On deep, crouching or counterhit, let's you combo into {{clr|4|j.214H}}. Otherwise, it's a decent frametrap that's tricky to punish. Don't get TOO comfortable with it- it can't be used in every situation. {{clr|P|j.P}} or {{clr|K|j.K}} should be used instead in air-to-air situations, depending on the range. | ||
Loses to {{clr|1|6P}} at some ranges so be cautious. | Loses to {{clr|1|6P}} at some ranges so be cautious. | ||
Revision as of 05:37, 17 June 2022
This can be due to patches to the game, or developments in the metagame. You can help by updating it. Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.
Axl is a long range specialist who uses massive attacks to control the pace of the match. He is tricky, oppressive, and requires a sharp mindset to utilize well.
Axl uses many long-ranged attacks to cover massive sections of the screen and stifle the opponent’s approach. Against grounded opponents, 5P, 2P, f.S and 2H make for excellent space control tools. Foes that approach from the air can reliably be swatted away with large anti-airs, such as 6K and 2S.
Rensen is a full-screen special move with multiple follow-up options. Rainwater allows Axl to retreat and attack simultaneously. Patient opponents can be opened up by employing his command grab, Winter Mantis, and instant overhead j.H. Once open, Axl dishes out high damage with TK Bomber loops. Resetting to neutral is usually preferable for Axl, as his close range okizeme setups, while good, are inferior to his mid-range options.
Axl’s weakness is his defense. Due to his generally high whiff recovery, knowledgeable opponents can bypass his long range pokes, such as by dashing under 5P, and get in with seemingly no recourse. While his toolkit is beginner friendly, intermediate and advanced players will rely on match-up knowledge to succeed. He also requires good fundamentals, as he’s reliant on conditioning and reads to disable the enemy offence.
If you want to control the neutral at the touch of a button, but also enjoy having the option to flaunt your execution so hard you turn your opponent into a highlight clip, Axl is for you.
Axl Low Axl Low , classified as a Long Range type, is a long range attacker who can take opponents down at a distance.
- Zoning: Massive normals allow Axl to easily control wide swaths of the screen with the press of a button. He also has Rensen to push opponents out and a command grab that is fastest at fullscreen to keep the opponent on their toes.
- Anti Airs: Great control of airspace with long-range normals and special moves. These complement his already great grounded buttons to make approaching him a nightmare.
- Damage: Has relatively low damage output, unless he has meter to spend and the opponent is cornered. Most of his buttons only let him combo into a special move for a knockdown and nothing more when they connect at max range.
- Neutral Deadzones: There are several dead zones in his long-range attacks at closer ranges. Axl has to be careful about what normals he picks at close or mid range where the risk can be higher than the reward.
Axl Low |
---|
Normal Moves
5P
- Throws the chain at about a 10° angle.
- Special cancelable.
- Whiffs on crouchers and people running at Axl (Except Zato and Goldlewis at some ranges).
- Can whiff on specific characters standing still at a distance, particularly May and Giovanna.
- Damage value increases at max range.
More useful to your zoning game then you'd think. Covers an incredible amount of ground and air space for how fast it is. Good at checking jumps and specials during startup.
Gatling Options: 6P, 6K, 6H
5K
- Jump cancelable
- Special cancelable
- Dash cancelable
Overshadowed by 2K as an abare, which is one frame faster, but is both larger, has more cancel options and is more advantagous on block. This makes it a better combo and pressure tool than 2K. It can also dodge some low pokes at specific spacings. Gatling into 2D to build space and gain a knockdown on hit and special cancel that on block to start playing Axl.
At the max range where 2D would whiff, cancel into Snail (214H) instead for a simple combo.
5K can be used as an situational anti-air vs low airborne moves like Ky's Foudre Arc or I-No's Hoverdash. Also works suprisingly well as a low crush in some situations.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Jump cancellable
- Special cancellable
- Dash cancellable.
- Combo and pressure filler.
- -1 on block, making it a decent pressure tool.
Later portion of the attack has a higher hitbox meaning it can be used as an situational (and potentially highly rewarding) anti-air vs opponents just above you.
Hits OTG after Soaring Chain Strike which lets him set up his safejump oki.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- Special cancelable.
- Excellent mid-range poke.
- This move is also a disjoint which allows 6Ps at some ranges to be beat.
Even though it doesn't extend as far as some of Axl's other pokes, it covers a space that his other normals are too slow to cover. Also excellent as a whiff punish button.
Gatling Options: 5H, 2H
5H
- Special cancelable.
- Downward sickle slice with decent range. Ground bounces on air hit.
Can be a mediocre anti air, if it hits early enough in the animation. Mostly used as either combo food or a frametrap tool.
5D
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack that's pretty fast. Can be gatling from 5K, 2K, or c.S for a mixup.
Overshadowed by j.H, which is a more flexible, safer, and faster button.
- Charged Dust
- Data in [] represents values when fully charged.
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Can be used for a strong burst punish or a cheeky roundstart, since its range can counterpoke moves that whiff at roundstart range.
2P
- Special cancelable.
- Damage value increases at max range.
- Pushes opponents into Snail range, allowing for a quick "get off me" option in some situations.
Quick low hitting poke, great at checking ground movement, especially since 5P whiffs on some running opponents.
Gatling Options: 6P, 6K, 6H
2K
- Special cancelable.
One of the best jabs in the game. Low, fast, absurdly low-profile. Use this as a panic anti air button to go under the opponent's jump-in normal, or to challenge faster 2Ps that get low profiled like Ky's or Nagoriyuki's.
Not a good tick throw button given the -4 on recovery, but it's probably the core of Axl's noncommittal poke game vs dashes and moves like I-No's H Stroke The Big TreeGuardLowStartup28Recovery16Advantage-2 or Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32Advantage-17.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
Big anti air that hits above and in front of Axl, excellent at discouraging jump ins.
Covers a huge area. On counter hit you get decent damage while knocking the opponent back full screen.
Gatling Options: 5H, 2H
2H
- Special cancelable.
- Hits low profile moves.
- Damage value increases at max range.
Long range low that's essential for Axl's ground control. On counter hit, pops the opponent up letting you combo into RensenGuardAllStartup24Recovery29Advantage-19~-9 [4]6S from any range.
Also great as a gatling after f.S giving very consistent conversions.
Hitting with this move off the ground pretty much guarantees a special cancel into RensenGuardAllStartup24Recovery29Advantage-19~-9 [4]6S for oki.
2D
- Special cancelable.
Incredibly good when fishing for counter hits.
Gatlings from 5K, 2K and c.S, making it great for combo filler or a low mix-up.
Cancel into RensenGuardAllStartup24Recovery29Advantage-19~-9 ([4]6S), SnailGuardAllStartup14Recovery29Advantage-24 (214H) or RainwaterGuardAllStartup24Recovery21Advantage+3 (214S) seemingly leaves you with favourable spacing for a Red Roman Cancel (RRC).
6P
- Axl's up-close anti-air.
- Special cancelable.
- Knocks opponents away on hit
Axl performs a gut punch. Useful as a counterpoke to go through other long pokes due to its invulnerability. Though Axl has a variety of great anti-airs, 6P shouldn't be forgotten.
Can combo into 214H from a spaced grounded hit or airborne hit, but will whiff on close grounded hit.
6K
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
- It wall bounces and launches opponents lower. that gives it some utility as a combo filler in the corner but makes it not very good for combos midscreen.
Anti-air that hits around IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. height. Also work as a great combo tool in air juggles, as it can go into RensenGuardAllStartup24Recovery29Advantage-19~-9 ([4]6S) if you can buffer it early enough.
Hard to get any reward off of landing this raw in neutral, but can lead to a decent reward on counterhit. Terrible on whiff. The risk-reward of this move can be tricky to gauge, but never forget this part of your antiair toolkit to throw out once and a while.
6H
- Advances very far forward.
- Gives a wallbounce on airborne hit in corner.
Axl's other overhead. If it connects deep as a meaty, it can link into 5K or c.S.
j.P
- Special cancelable.
- Damage value increases at max range.
j.K
- Aerial action allowed (dash).
- Special cancelable.
Axl's fastest air button making this the preferred normal in close range air-to-air situations.
Gatling Options: j.D
j.S
- Special and Airdash cancelable.
- Damage value increases at max range.
Use this alot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup letting you clip opponent trying to jump at you.
On deep, crouching or counterhit, let's you combo into j.214H. Otherwise, it's a decent frametrap that's tricky to punish. Don't get TOO comfortable with it- it can't be used in every situation. j.P or j.K should be used instead in air-to-air situations, depending on the range. Loses to 6P at some ranges so be cautious.
Gatling Options: j.H, j.D
j.H
- Special and Airdash cancelable.
- Damage value increases at max range.
Hits directly below Axl, making it good for jump ins, or challenging offense when jumping.
With 50 meter for Red Roman Cancel, this turns into an instant overhead that can come from a raw jump or a jump cancel from 5K or c.S, boosting Axl's offensive game.
j.H can gatling into j.D, which allows Axl to use jH as both a pressure tool and a way to punish effectively after successfully jumping backwards out of pressure:
- jH > jD can be done as a true blockstring, and is ~+8 if done gaplessly.
- jH(CH) > jD can lead into Axl Bomber.
Gatling Options: j.D
j.D
- Special cancelable.
- Has a big, disjointed hitbox, making it a strong air to air.
Blows the opponent away on hit making it a decent jump in. Plenty of pushback on block meaning you don't need to worry about throws when landing.
Turns into a strong situational combo tool in the corner letting you cancel into Axl Bomber.
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Can get a follow-up OTG 2K for added damage. Can be followed up with an IAD j.H for a safejump.
In the corner, can be OTG'ed by the first hit of his Sickle Storm overdrive to end rounds.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Your standard air throw. Fits into his anti-air kit by being his best option against opponents directly above him.
Special Moves
Sickle Flash
[4]6S
- Axl's longest range poke and your best friend.
- The fact that it's multiple hits means it's great for dealing with armor.
- Follow up cancel window 24~36F, Can be delayed up to 40F.
- Full-screen hits in 35 frames.
Full-screen chain strike projectile. Axl's signature move. It's very commonly referred to as "Rensen" (short for the Japanese name "Rensengeki").
Projectile persists if Purple Roman Cancelled (PRC), similar to how YRC functioned in Xrd, but appears to be less useful due to the long startup and the fast speed of the projectile.
Soaring Chain Strike
8 after Sickle Flash
- Sends the opponent towards you, even on block.
- Whiffs crouching.
- Can OTG after with c.S to create a safe oki situation.
Pulls back the chain in a upward arc. Mostly used to catch the opponent when they jump over Sickle Flash.
If an airborne opponent blocks this move, they are pulled right next to Axl. Depending on factors such as spacing, height of the opponent, and how the opponent blocks (FD/IB), the frame advantage and the location where they fall can vary drastically.
Spinning Chain Strike
2 after Sickle Flash (Hold OK)
[] Hold Version
- Vacuums the opponent no matter what.
- Can be held for more hits.
- [] value refers to fully held Spinning Chain Strike
Sickle Flash's close-range option. Leaves Axl quite open at a distance. Excellent for chewing through armor like Potemkin's Hammerfall. Very vulnerable to jump-ins if held, so use with caution.
Winter Cherry
S after Sickle Flash
- Detonates the sickle.
- Can be delayed up to 40F. Axl shouts his signature "Yes!" if delayed explosion hits. Values in [] show the delayed explosion data.
The sickle will only detonate at the maximum range of the move. If it is used anywhere other than fullscreen, it will likely whiff.
The delayed version is useful for locking down your opponent from fullscreen, as it makes the move safe and increases the damage on hit, as well as the chip damage on block. Possibly also increases the size of the explosion - at least visually.
Winter Mantis
41236H
- Axl's command grab. Can be comboed into for a short and unrewarding vacuum ender
- Slow but starts from the opposing corner.
- Damage value changes at point blank range.
- Arrives between 28~46F, Unblockable
Fullscreen command grab. It is active only during the pullback, meaning the startup goes from okay at long-range to horrendous at close range. At point blank range, Axl will perform a grounded Axl Bomber instead allowing him to combo after without the use of RC. If you don't have the meter for RC, you can still OTG with 2H to continue your pressure by cancelling it into Rensen on their wake up, while also resetting them back to fullscreen.
Axl can also combo into the command grab. However, instead of doing the full animation, it does a weak ender that vacuums opponents and hard knockdowns. It doesn't lead to that good of a reward though, so Rensen~8 and Axl bomber are far better enders
Is technically Axl's fastest move to reach a fullscreen opponent, giving it surprising effectiveness as a punish/callout tool in certain situations or versus certain moves ( Potemkin's FlickGuardAllStartup18~36Recovery19Advantage-6, Non-invul Projectile Overdrives).
It's also not considered a projectile, but rather a throw. This means it beats all projectile invulnerable moves.
Rainwater
214S
- Moves Axl backwards while being difficult to punish.
- 3F of Landing Recovery
- Airborne frame 1
Axl jumps backwards and swings his sickle in a downward arc.
This move has a high hitting hitbox, less damage and blowback scaling, this makes it a useful combo tool in the corner. It's also somewhat challenging to jump out of from.
Good for ending blockstrings or baiting throws. Can be jumped, giving your opponent a nasty counter-hit punish opportunity, so try to stay unpredictable when ending blockstrings with this move.
Snail
214H (Air OK)
Air Version
- Has a deadzone in front of Axl.
- Air version has longer range.
- 10f of landing recovery for air version.
Axl does a mid-ranged chain strike in an upward arc for the ground version, and a downward arc for the air version.
Air version works as a combo tool after j.S on deep, crouching or counterhit, or as a decent long range frame trap on block.
The lowest possible air snail is -19 on block.
Axl Bomber
j.236H
- Air only, not a reversal.
- Causes hard knockdown
- 7F of landing recovery
Upward flaming uppercut that can't be used grounded.
TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Axl Bomber, either performed raw or from a jump cancel, is an essential combo tool for Axl's high damage routes. however, it knocks down opponents less when used more than once. This forces Axl to vary up his combos.
Overdrives
Sickle Storm
236236H
- 8F between first and second hit
Axl's only invincible reversal and only Overdrive that applies ground slide on wallbreak. First hits high for anti-airing, while the 2nd hit covers the whole ground.
While the 2nd hit is safe on block, if the 1st hit is blocked grounded the opponent can jump over the 2nd hit for a full jump in punish.
Can be hard to implement in combos due to most grounded buttons pushing Axl out of range of the opponent. The best times to implement it in his combos are after a wallstick or after 5K > 6K in corner juggles.
One Vision
632146P
The first input of the command, at the cost of 50% Tension, activates the install, this is indicated by a purple aura around Axl. This can only be used on the ground. Executing the command again anytime after that does NOT cost any Tension and will activate roughly 2 seconds of timestop. The activation can be done both on the ground and the air. It can be activated during normals, specials or in neutral.
The activation of One Vision can be blocked by the opponent, so it is recommended to only activate from a hit-confirm or if completely sure the opponent is committed to an attack (i.e using One Vision as a whiff punish). If One Vision is blocked, the timestop effect does not occur and the install fizzles out; as such, the spent Tension is wasted.
Install lasts 5 seconds (295F?) from when you activate it after the first input. After this, it wears off. (And plays a subtle sound effect.) - Seemingly removes Axl's hitbox during the animation, but is not strike invincible during its startup.
Effect time lasts 2 seconds (125F?) - Blockable both crouching and standing.
Axl can cancel specials (on hit/block) into both One Vision's installation and activation, allowing for a lot of combo routes.
If the opponent attempts to burst during the timestop effect, the burst will activate as soon as the timestop effect ends, thus making most combos involving this move burst-safe.
Video Guides
External References
- Open Beta 2 data provided by @apI4fRGlmFAaJ5T https://twitter.com/apI4fRGlmFAaJ5T/status/1393906277986623492
- Translation by Pssych https://docs.google.com/spreadsheets/d/1p37W1E6wPlvJEyM01LC1-fU5Faunj5JXOTr8XRnCnMc/edit#gid=2076950116
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall