m (grammar) |
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{{FrameChartKey}} | {{FrameChartKey}} | ||
===<big>{{clr|P|5P}}</big>=== | ===<big>{{clr|P|5P}}</big>=== | ||
{{GGST Move Card | |||
|input=5P | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Throws the chain at about a 10° angle. | * Throws the chain at about a 10° angle. | ||
* Special cancelable. | * Special cancelable. | ||
Line 75: | Line 50: | ||
* Damage value increases at max range. | * Damage value increases at max range. | ||
More useful to your zoning game | More useful to your zoning game than 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. | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | ||
}} | |||
===<big>{{clr|K|5K}}</big>=== | ===<big>{{clr|K|5K}}</big>=== | ||
{{GGST Move Card | |||
|input=5K | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Jump cancelable | * Jump cancelable | ||
* Special cancelable | * Special cancelable | ||
Line 122: | Line 73: | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | |||
===<big>{{clr|S|c.S}}</big>=== | ===<big>{{clr|S|c.S}}</big>=== | ||
{{GGST Move Card | |||
|input=c.S | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Jump cancellable | * Jump cancellable | ||
* Special cancellable | * Special cancellable | ||
Line 167: | Line 93: | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | |||
===<big>{{clr|S|f.S}}</big>=== | ===<big>{{clr|S|f.S}}</big>=== | ||
{{GGST Move Card | |||
|input=f.S | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
* Excellent mid-range poke. | * Excellent mid-range poke. | ||
Line 207: | Line 109: | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | |||
===<big>{{clr|H|5H}}</big>=== | ===<big>{{clr|H|5H}}</big>=== | ||
{{GGST Move Card | |||
|input=5H | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
* Downward sickle slice with decent range. Ground bounces on air hit. | * Downward sickle slice with decent range. Ground bounces on air hit. | ||
Line 248: | Line 124: | ||
Mostly used as either combo food or a frametrap tool. | Mostly used as either combo food or a frametrap tool. | ||
Can also be used to end pressure safely, but will whiff if canceled into at the tip of {{clr|S|f.S}} range. | Can also be used to end pressure safely, but will whiff if canceled into at the tip of {{clr|S|f.S}} range. | ||
}} | |||
===<big>{{clr|D|5D}}</big>=== | ===<big>{{clr|D|5D}}</big>=== | ||
{{GGST Move Card | |||
|input=5D, 5[D] | |||
|versioned=name | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
;Uncharged Dust | ;Uncharged Dust | ||
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float | * Uncharged dust on-hit is 0 or neutral frame advantage and causes float | ||
Line 306: | Line 150: | ||
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. | 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. | ||
}} | |||
===<big>{{clr|P|2P}}</big>=== | ===<big>{{clr|P|2P}}</big>=== | ||
{{GGST Move Card | |||
|input=2P | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
* Damage value increases at max range. | * Damage value increases at max range. | ||
Line 347: | Line 166: | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | ||
}} | |||
===<big>{{clr|K|2K}}</big>=== | ===<big>{{clr|K|2K}}</big>=== | ||
{{GGST Move Card | |||
|input=2K | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
Line 387: | Line 182: | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | |||
===<big>{{clr|S|2S}}</big>=== | ===<big>{{clr|S|2S}}</big>=== | ||
{{GGST Move Card | |||
|input=2S | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
* Whiffs crouching. | * Whiffs crouching. | ||
Line 430: | Line 200: | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | |||
===<big>{{clr|H|2H}}</big>=== | ===<big>{{clr|H|2H}}</big>=== | ||
{{GGST Move Card | |||
|input=2H | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
* Hits low profile moves. | * Hits low profile moves. | ||
Line 473: | Line 218: | ||
Hitting with this move off the ground pretty much guarantees a special cancel into {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label=Rensen}} {{clr|S|[4]6S}} for oki. | Hitting with this move off the ground pretty much guarantees a special cancel into {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label=Rensen}} {{clr|S|[4]6S}} for oki. | ||
}} | |||
===<big>{{clr|D|2D}}</big>=== | ===<big>{{clr|D|2D}}</big>=== | ||
{{GGST Move Card | |||
|input=2D | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
Incredibly good when fishing for counter hits. | Incredibly good when fishing for counter hits. | ||
Line 512: | Line 233: | ||
Canceling into {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label=Rensen}} ({{clr|S|[4]6S}}), {{MMC|game=GGST|chara=Axl Low|input=214H|label=Snail}} ({{clr|H|214H}}) or {{MMC|game=GGST|chara=Axl Low|input=214S|label=Rainwater}} ({{clr|S|214S}}) leaves you at favourable spacing for a Red Roman Cancel (RRC). | Canceling into {{MMC|game=GGST|chara=Axl Low|input=[4]6S|label=Rensen}} ({{clr|S|[4]6S}}), {{MMC|game=GGST|chara=Axl Low|input=214H|label=Snail}} ({{clr|H|214H}}) or {{MMC|game=GGST|chara=Axl Low|input=214S|label=Rainwater}} ({{clr|S|214S}}) leaves you at favourable spacing for a Red Roman Cancel (RRC). | ||
}} | |||
===<big>{{clr|P|6P}}</big>=== | ===<big>{{clr|P|6P}}</big>=== | ||
{{GGST Move Card | |||
|input=6P | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Axl's up-close anti-air. | * Axl's up-close anti-air. | ||
* Special cancelable. | * Special cancelable. | ||
Line 552: | Line 249: | ||
{{clr|H|214H}} can combo from a spaced grounded hit or airborne hit of this move, but it will whiff on a close grounded hit. | {{clr|H|214H}} can combo from a spaced grounded hit or airborne hit of this move, but it will whiff on a close grounded hit. | ||
}} | |||
===<big>{{clr|K|6K}}</big>=== | ===<big>{{clr|K|6K}}</big>=== | ||
{{GGST Move Card | |||
|input=6K | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
* Whiffs crouching. | * Whiffs crouching. | ||
Line 594: | Line 266: | ||
Generally unrewarding when used raw in neutral and is terrible on whiff. The risk-reward of this move can be tricky to gauge, but never forget this part of your anti-air toolkit. | Generally unrewarding when used raw in neutral and is terrible on whiff. The risk-reward of this move can be tricky to gauge, but never forget this part of your anti-air toolkit. | ||
}} | |||
===<big>{{clr|H|6H}}</big>=== | ===<big>{{clr|H|6H}}</big>=== | ||
{{GGST Move Card | |||
|input=6H | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Advances very far forward. | * Advances very far forward. | ||
* Gives a wallbounce on airborne hit in corner. | * Gives a wallbounce on airborne hit in corner. | ||
Line 633: | Line 280: | ||
Axl's other overhead. If it connects deep as a meaty, it can link into {{clr|K|5K}} or {{clr|S|c.S}}. | Axl's other overhead. If it connects deep as a meaty, it can link into {{clr|K|5K}} or {{clr|S|c.S}}. | ||
}} | |||
===<big>{{clr|P|j.P}}</big>=== | ===<big>{{clr|P|j.P}}</big>=== | ||
{{GGST Move Card | |||
|input=j.P | |||
|frameChart=auto | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
* Damage value increases at max range. | * Damage value increases at max range. | ||
A very safe move to throw out. IAD back > j.p covers people jumping in and is hard to punish | |||
}} | |||
===<big>{{clr|K|j.K}}</big>=== | ===<big>{{clr|K|j.K}}</big>=== | ||
{{GGST Move Card | |||
|input=j.K | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Aerial action allowed (dash). | * Aerial action allowed (dash). | ||
* Special cancelable. | * Special cancelable. | ||
Line 708: | Line 308: | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | |||
===<big>{{clr|S|j.S}}</big>=== | ===<big>{{clr|S|j.S}}</big>=== | ||
{{GGST Move Card | |||
|input=j.S | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Special and Airdash cancelable. | * Special and Airdash cancelable. | ||
* Damage value increases at max range. | * Damage value increases at max range. | ||
Line 750: | Line 326: | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | ||
}} | |||
===<big>{{clr|H|j.H}}</big>=== | ===<big>{{clr|H|j.H}}</big>=== | ||
{{GGST Move Card | |||
|input=j.H | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Special and Airdash cancelable. | * Special and Airdash cancelable. | ||
* Damage value increases at max range. | * Damage value increases at max range. | ||
Line 793: | Line 346: | ||
* {{clr|H|j.H}} CH > {{clr|D|j.D}} can lead into {{MMC|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber}} ({{clr|H|j.623H}}) . | * {{clr|H|j.H}} CH > {{clr|D|j.D}} can lead into {{MMC|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber}} ({{clr|H|j.623H}}) . | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | |||
===<big>{{clr|D|j.D}}</big>=== | ===<big>{{clr|D|j.D}}</big>=== | ||
{{GGST Move Card | |||
|input=j.D | |||
|frameChart=auto | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Special cancelable. | * Special cancelable. | ||
*Has a big, disjointed hitbox, making it a strong air to air. | *Has a big, disjointed hitbox, making it a strong air to air. | ||
Line 831: | Line 360: | ||
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. | 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 {{MMC|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber}} ({{clr|H|j. | Turns into a strong situational combo tool in the corner letting you cancel into {{MMC|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber}} ({{clr|H|j.236H}}). | ||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}} | |||
{{GGST Move Card | |||
|input=6D or 4D | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* Hard knockdown on hit. | * Hard knockdown on hit. | ||
Line 868: | Line 378: | ||
In the corner, can be OTG'ed by the first hit of his {{MMC|game=GGST|chara=Axl Low|input=236236H|label=Sickle Storm}} overdrive to end rounds. | In the corner, can be OTG'ed by the first hit of his {{MMC|game=GGST|chara=Axl Low|input=236236H|label=Sickle Storm}} overdrive to end rounds. | ||
}} | |||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}} | |||
{{GGST Move Card | |||
|input=j.6D or j.4D | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Can throw the opponent either forward or backwards. | * Can throw the opponent either forward or backwards. | ||
* Hard knockdown on hit. | * Hard knockdown on hit. | ||
Line 900: | Line 392: | ||
Your standard air throw. Fits into his anti-air kit by being his best option against opponents directly above him. | Your standard air throw. Fits into his anti-air kit by being his best option against opponents directly above him. | ||
}} | |||
==Special Moves== | ==Special Moves== | ||
===<big>Sickle Flash</big>=== | ===<big>Sickle Flash</big>=== | ||
{{InputBadge|{{clr|S|[4]6S}}}} | |||
{{GGST Move Card | |||
|input=[4]6S | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Axl's longest range poke and your best friend. | * Axl's longest range poke and your best friend. | ||
* The | * The multiple hits allow it to blow through armor. | ||
* Follow up cancel window 24~36F, Can be delayed up to 40F. | * Follow up cancel window 24~36F, Can be delayed up to 40F. | ||
* | * Reaches fullscreen 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"). | Full-screen chain strike projectile. Axl's signature move. It's very commonly referred to as "Rensen" (short for the Japanese name "Rensengeki"). | ||
The projectile persists if Purple Roman Cancelled (PRC), but this has limited usefulness due to the move's long startup and the projectile's speed. | |||
}} | |||
===<big>Soaring Chain Strike</big>=== | ===<big>Soaring Chain Strike</big>=== | ||
{{InputBadge|8 after Sickle Flash}} | |||
{{GGST Move Card | |||
|input=[4]6S 8 | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Sends the opponent towards you, even on block. | * Sends the opponent towards you, even on block. | ||
* Whiffs crouching. | * Whiffs crouching. | ||
Line 988: | Line 425: | ||
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. | 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. | ||
}} | }} | ||
===<big>Spinning Chain Strike</big>=== | |||
{{ | {{InputBadge|2 after Sickle Flash (Hold OK)}} | ||
{{GGST Move Card | |||
| | |input=[4]6S 2 | ||
| | |description= | ||
*Vacuums the opponent no matter what. | *Vacuums the opponent no matter what. | ||
*Can be held for more hits. | *Can be held for more hits. | ||
Line 1,036: | Line 439: | ||
Sickle Flash's close-range option. Leaves Axl quite open at a distance. Excellent for chewing through armor like {{Character Label|GGST|Potemkin}}'s {{MMC|game=GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall}}. Very vulnerable to jump-ins if held, so use with caution. | Sickle Flash's close-range option. Leaves Axl quite open at a distance. Excellent for chewing through armor like {{Character Label|GGST|Potemkin}}'s {{MMC|game=GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall}}. Very vulnerable to jump-ins if held, so use with caution. | ||
}} | |||
===<big>Winter Cherry</big>=== | ===<big>Winter Cherry</big>=== | ||
{{InputBadge|{{clr|S|S}} after Sickle Flash}} | |||
{{GGST Move Card | |||
|input=[4]6S S | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Detonates the sickle. | * 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. | * Can be delayed up to 40F. Axl shouts his signature "Yes!" if delayed explosion hits. Values in [] show the delayed explosion data. | ||
Line 1,071: | Line 453: | ||
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 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 | The delayed version is useful for locking down your opponent from fullscreen, as it makes the move safe and increases the damage, both on hit and block. | ||
}} | |||
===<big>Winter Mantis</big>=== | ===<big>Winter Mantis</big>=== | ||
{{InputBadge|{{clr|H|41236H}}}} | |||
{{GGST Move Card | |||
|input=41236H | |||
|description= | |||
* Axl's command grab. Can be comboed into, but at the cost of damage and pressure | |||
{{ | |||
| | |||
| | |||
* Axl's command grab. Can be comboed into | |||
* Slow but starts from the opposing corner. | * Slow but starts from the opposing corner. | ||
* Damage value changes at point blank range. | * Damage value changes at point blank range. | ||
* Arrives between 28~46F, Unblockable | * 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 | 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 afterward without the use of RC. If you don't have meter to RC, you can still continue your pressure by hitting the opponent OTG with {{clr|H|2H}} and cancelling it into Rensen on their wakeup, which pushes them back to fullscreen. | ||
Axl can also combo into the command grab. | Axl can also combo into the command grab. The combo version is a weak ender that vacuums the opponent and causes a hard knockdown. Rensen~8 and Axl Bomber are significantly better enders. | ||
This 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 ({{Character Label|GGST|Potemkin}}'s {{MMC|chara=Potemkin|game=GGST|input=63214S|label=Flick}}, Non-invul Projectile Overdrives). | |||
}} | |||
===<big>Rainwater</big>=== | ===<big>Rainwater</big>=== | ||
{{InputBadge|{{clr|S|214S}}}} | |||
{{GGST Move Card | |||
|input=214S | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Moves Axl backwards while being difficult to punish. | * Moves Axl backwards while being difficult to punish. | ||
* 3F of Landing Recovery | * 3F of Landing Recovery | ||
* Airborne frame 1 | * Airborne frame 1 | ||
Axl jumps backwards and swings his sickle in a downward arc. | Axl jumps backwards and swings his sickle in a downward arc. Useful combo tool in the corner. Good for ending blockstrings or baiting throws. | ||
It can be tricky for the opponent to jump out of this, but if they time it correctly, they'll have the opportunity for a nasty air-to-air counterhit punish. Try to stay unpredictable when ending blockstrings with this move. | |||
As of the Season 2 balance patch, Rainwater's combo potential has improved, both as a starter and a combo extender. This is key for Axl's combo game in the corner, since Axl Bomber loops are now more limited. | |||
Can also be fit into the middle of a combo or blockstring as a burst bait, leaving you ample time to punish their landing. | |||
}} | |||
===<big>Snail</big>=== | ===<big>Snail</big>=== | ||
{{InputBadge|{{clr|H|214H}} (Air OK)}} | |||
{{GGST Move Card | |||
|input=214H | |||
|description= | |||
Has an Air Version | |||
{{ | |||
| | |||
| | |||
* Has a deadzone in front of Axl. | * Has a deadzone in front of Axl. | ||
* Air version has longer range. | * Air version has longer range. | ||
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Axl does a mid-ranged chain strike in an upward arc for the ground version, and a downward arc for the 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 {{clr|S|j.S}} on deep, crouching or counterhit, or as a decent long range frame trap on block. | Air version works as a combo tool after {{clr|S|j.S}} on deep, crouching or counterhit connects, or as a decent long range frame trap on block. | ||
The lowest possible air snail is -19 on block. | The lowest possible air snail is -19 on block. | ||
}} | |||
===<big>Axl Bomber</big>=== | ===<big>Axl Bomber</big>=== | ||
{{InputBadge|{{clr|H|j.236H}}}} | |||
{{GGST Move Card | |||
|input=j.236H | |||
|description= | |||
{{ | |||
| | |||
| | |||
* Air only, not a reversal. | * Air only, not a reversal. | ||
* Causes hard knockdown | * Causes hard knockdown | ||
Line 1,263: | Line 530: | ||
{{keyword|TK}} 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. | {{keyword|TK}} 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== | ==Overdrives== | ||
===<big>Sickle Storm</big>=== | ===<big>Sickle Storm</big>=== | ||
{{InputBadge| {{clr|H|236236H}}}} | |||
{{GGST Move Card | |||
|input=236236H | |||
|description= | |||
* 10F {{keyword|gap}} 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. | 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. | ||
Line 1,303: | Line 549: | ||
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 {{clr|K|5K > 6K}} in corner juggles. | 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 {{clr|K|5K > 6K}} in corner juggles. | ||
}} | |||
===<big>One Vision</big>=== | ===<big>One Vision</big>=== | ||
{{InputBadge| {{clr|P|632146P}}}} | |||
{{GGST Move Card | |||
|input=632146P | |||
|description= | |||
{{ | |||
| | |||
| | |||
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 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. | ||
Line 1,344: | Line 570: | ||
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. | 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. | ||
}} | |||
==Colours== | ==Colours== |
Revision as of 08:52, 2 October 2022
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: Unusually long-reaching normals allow Axl to easily control big parts of the screen with the press of a button. He also has Rensen to push opponents out and a command grab to punish opponents conditioned to sit on the ground at range.
- Anti Airs: Axl has great control of airspace with long-range normals and special moves, leading into meaty Rensen and pushing the opponent back to fullscreen on hit. These complement his already great grounded buttons to make approaching him a nightmare.
- Great uses of meter: Axl has some particularly useful uses of meter that can help him compensate for some of his weaknesses: his time stop super enables him high potential damage from particular starters, and by using different types of Roman Cancels, he can get notable reward from his instant overhead j.H.
- Damage: Axl has has some of the lowest average damage output in the game. Unless he has meter to spend and the opponent is cornered, his hits will either lead to a short basic combo or nothing at all.
- Commitful Neutral Options: Rensen has notably long startup, command grab has extremely long recovery, and all his long range normals control very specific parts of the screen, with below average startup and recovery. This means that throwing out normals without care is much more likely to get Axl whiff punished, having to play very carefully.
- Weak Pressure: Weak offense is an unusual drawback to have in Strive, but Axl suffers from it. He has trouble getting meaningful damage from frametraps and doesn't have a strong reset option to disincentivize wary opponents from blocking. In addition, he completely lacks a safe blockstring ender that can't be interrupted, making it very difficult for him to end pressure safely.
Axl Low | |
---|---|
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2K (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 236236H (12F) |
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 Baiken, May, and Giovanna.
- Damage value increases at max range.
More useful to your zoning game than 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
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | All | 6 | 3 | 11 | -2 |
- 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 surprisingly well as a low crush in some situations.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 1 | Small | +1 | 1000 | 1000 | 300 | 80% |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All | 8 | 6 | 12 | -1 |
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +2 | 2000 | 1000 | 300 | 60% |
- Input Proximity Range: 340
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
34 | All | 10 | 3 | 19 | -8 |
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -5 | 1500 | 1000 | 300 | 80% |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
48 | All | 16 | 4 | 19 | -4 |
- 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. Can also be used to end pressure safely, but will whiff if canceled into at the tip of f.S range.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -1 | 1500 | 1000 | 300 | 100% |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Uncharged | 45 | High | 20 | 6 | 23 | -15 | |
Charged | 56 | High | 28 | 6 | 23 | -10 |
- 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.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Uncharged:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 [39] | Low | 10 | 4 | 14 | -6 |
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 [2] | Small | -3 | 750 | 1500 | 300 | 80% |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
26 | Low | 5 | 5 | 11 | -4 | 3-12F Low Profile |
- 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]Recovery32 [26]Advantage-17.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | -1 | 750 | 1000 | 300 | 80% |
- 3~12F low profile, 13~16F hurtbox raises slightly but still lower than crouch
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
35 [45] | All | 9 | 10 | 23 | -16 |
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 [4] | Mid | -13 | 2000 | 1000 | 300 | 60% |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
45 [58] | Low | 11 | 9 | 26 | -18 [-8] |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 [4] | Large | -15 | 1500 | 1000 | 300 | 80% |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
34 | Low | 10 | 6 | 17 | -9 |
- 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.
Canceling into RensenGuardAllStartup24Recovery29Advantage-19~-9 ([4]6S), SnailGuardAllStartup14Recovery29Advantage-24 (214H) or RainwaterGuardAllStartup24Recovery21Advantage+3 (214S) leaves you at favourable spacing for a Red Roman Cancel (RRC).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +52 | 1125 | 1000 | 300 | 80% |
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | All | 12 | 5 | 22 | -13 | 1-3 Upper Body 4-16 Above Knees |
- 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.
214H can combo from a spaced grounded hit or airborne hit of this move, but it will whiff on a close grounded hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | +2 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
6K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 [52] | All | 11 | 5 | 25 | -13 |
- 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 combo tool in air juggles, as it can go into Winter MantisGuardGround ThrowStartup28Recovery34Advantage- (41236H), or RensenGuardAllStartup24Recovery29Advantage-19~-9 ([4]6S) when you are close enough to the corner to get a wall bounce.
Generally unrewarding when used raw in neutral and is terrible on whiff. The risk-reward of this move can be tricky to gauge, but never forget this part of your anti-air toolkit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 [4] | Mid | -10 | 1500 | 1000 | 300 | 60% |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
54 | High | 27 | 9 | 13 | -3 |
- Advances very far forward.
- Gives a wallbounce on airborne hit in corner.
- Cannot be special cancelled.
Axl's other overhead. If it connects deep as a meaty, it can link into 5K or c.S.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Large | 0 | 1875 | 1000 | 500 | 100% |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 [41] | High | 9 | 4 | 23 |
- Special cancelable.
- Damage value increases at max range.
A very safe move to throw out. IAD back > j.p covers people jumping in and is hard to punish
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 [2] | Small | 750 | 1000 | 300 | 80% |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | High | 8 | 3 | 16 |
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 750 | 1000 | 300 | 80% |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 [41] | High | 14 | 4 | 18 |
- Special and Airdash cancelable.
- Damage value increases at max range.
Use this a lot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup, which lets you clip opponents trying to jump at you.
On deep connects, crouching opponents and counterhits, you can 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 as air-to-airs depending on range. Loses to 6P at some ranges so be cautious.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 [3] | Mid | 1500 | 1000 | 300 | 80% |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 [52] | High | 12 | 6 | 25 | +3 (IAD) |
- 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 j.H as both a pressure tool and a way to punish effectively after successfully jumping backwards out of pressure:
- j.H > j.D can be done as a true blockstring, and is ~+8 if done gaplessly.
- j.H CH > j.D can lead into Axl Bomber (j.623H) .
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 [3] | Mid | +6 (IAD) | 1125 | 1000 | 300 | 100% |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
44 | High | 10 | 3 | 22 | +4 (IAD) |
- 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 (j.236H).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | +7 (IAD) | 1500 | 1000 | 500 | 80% |
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 | 38 |
- 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 StormGuardAllStartup11+1Recovery26Advantage-2 overdrive to end rounds.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +41 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | 38 or Until Landing+10 |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +48 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage increases as height increases (+47 to +53).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Special Moves
Sickle Flash
[4]6S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
15×3 | All | 24 | 15 | 29 | -19~-9 |
- Axl's longest range poke and your best friend.
- The multiple hits allow it to blow through armor.
- Follow up cancel window 24~36F, Can be delayed up to 40F.
- Reaches fullscreen 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").
The projectile persists if Purple Roman Cancelled (PRC), but this has limited usefulness due to the move's long startup and the projectile's speed.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Very Small | KD +16~+26 | 200 | 1000 | 300 | 80% | 12% | 100 |
- Projectile will continue if Purple Roman Canceled on frame 25 at the earliest.
- Clash Level: 2
- Clash Hits: 3
- Disappears if user gets hit
- 30F charge time
- Listed Frame Adv based on closest possible Sickle Flash
- Only does 1 hit on block
Soaring Chain Strike
8 after Sickle Flash
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | All | 8 | 16 | 34 | -11 |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | HKD +46 | 500 | 1000 | 300 | 60% | 12% | 100 |
- Projectile will continue if Purple Roman Canceled on frame 10 at the earliest.
- Clash Level: -
- Clash Hits: -
Spinning Chain Strike
2 after Sickle Flash (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
15×5 | Low | 7 | 36 [79] | 19 | -6 |
- 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 Hammer FallGuardAllStartup18~62Recovery26Advantage-9. Very vulnerable to jump-ins if held, so use with caution.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | HKD +56 | 225×5 | 1000 | 60×5 | 40% | 25% | 150 |
- Values in [ ] are when attack is fully held
Winter Cherry
S after Sickle Flash
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 [60] | All | 18 [22] | 15 [25] | 24 | -3 [+10] |
- 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, both on hit and block.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 [4] | Very Small | KD +55 [KD +69] | 500 | 1000 | 300 | 60% | 40% | 100 |
- Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
- Clash Level: -
- Clash Hits: -
- Values in [ ] are for just frame version
Winter Mantis
41236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
61 [62] | Ground Throw | 28 | 20 | 34 |
- Axl's command grab. Can be comboed into, but at the cost of damage and pressure
- 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 afterward without the use of RC. If you don't have meter to RC, you can still continue your pressure by hitting the opponent OTG with 2H and cancelling it into Rensen on their wakeup, which pushes them back to fullscreen.
Axl can also combo into the command grab. The combo version is a weak ender that vacuums the opponent and causes a hard knockdown. Rensen~8 and Axl Bomber are significantly better enders.
This 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).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +54 (HKD +71) | 2500 | 1000 | 100 |
- Values in () are for the point-blank version that automatically triggers an Axl Bomber follow-up.
- Values in [ ] when hits from long distance.
- While normal grab rules apply, the hit detection is a strike hitbox on the sickle (see hitboxes).
- If Axl is moved mid-animation, the animation of the sickle will move with him, but not the actual hitbox, making it possible to outrun the attack.
- Horizontal Activation Range: 200 (Distance from sickle to opponent on the forward-facing direction, making it unable to hit extended hurtboxes after it has gone past the opponent)
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown. - Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- First does a single hit of 20, then a final hit of 41[42].
Rainwater
214S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All | 24 | 3 | 21 | +3 |
- 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. Useful combo tool in the corner. Good for ending blockstrings or baiting throws.
It can be tricky for the opponent to jump out of this, but if they time it correctly, they'll have the opportunity for a nasty air-to-air counterhit punish. Try to stay unpredictable when ending blockstrings with this move.
As of the Season 2 balance patch, Rainwater's combo potential has improved, both as a starter and a combo extender. This is key for Axl's combo game in the corner, since Axl Bomber loops are now more limited.
Can also be fit into the middle of a combo or blockstring as a burst bait, leaving you ample time to punish their landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | KD +42 | 2500 | 2000 | 700 | 100% | 25% | 150 |
- Moves backwards during initial movement on frames 1~22
- Decreases Tension Balance during the initial movement, for a total of -225 Tension Balance.
- Increases Negative value during the initial movement, for a total 440~880 Negative value (amount varies and increases with distance to the opponent).
Snail
214H (Air OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
45 | All | 14 | 12 | 29 | -24 |
Has an 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 connects, or as a decent long range frame trap on block.
The lowest possible air snail is -19 on block.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Mid | KD +28 | 2000 | 1000 | 300 | 60% | 25% | 150 |
Axl Bomber
j.236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | All | 9 | 4 | Until L+7 | -22 |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | HKD +66 (IAS) | 2500 | 1000 | 500 | 60% | 25% | 150 |
Overdrives
Sickle Storm
236236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
45×2, 18×3 | All | 11+1 | 4, 4(24)13 | 26 | -2 | 1-15F Full |
- 10F gap The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | Mid | HKD +58 | 800×2, 200 | 1000 | 0 | 80% | 25%×2, 12%×3 |
- Projectile will continue if Purple Roman Canceled on frame 45 at the earliest.
- Clash Level: 4 (second hit)
- Clash Hits: 1
- The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
- The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
- All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
- Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.
One Vision
632146P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
5 | 295 | 30 |
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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Buff activates during super freeze on frame 5 and can be Purple Roman Cancelled immediately after end of super freeze.
Colours
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |
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