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| cons = * '''Damage:''' has relatively worse damage output, unless he has meter to spend and the opponent is cornered. | | cons = * '''Damage:''' has relatively worse damage output, unless he has meter to spend and the opponent is cornered. | ||
* '''Close range defense:''' no meterless reversal or counters | * '''Close range defense:''' no meterless reversal or counters | ||
| difficulty_rating = 3 | | difficulty_rating = 3 | ||
| official_difficulty = yes | | official_difficulty = yes |
Revision as of 15:33, 8 June 2021
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
- All damage values tested on Sol.
5P
- Throws the chain at about a 10° angle.
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
Covers an incredible amount of ground and air space for how fast it is. Single-handedly shuts down Potemkin as a bonus.
5K
- Jump and special cancelable.
- Closest thing Axl has to a jab.
Your go-to abare move. Gatling into 2D to build space and gain a knockdown on hit and cancel that into Rensen on block to start playing Axl.
c.S
- Jump and special cancelable.
- Combo and pressure filler.
f.S
- Special cancelable.
- Excellent mid-range poke.
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.
5H
- Special cancelable.
- Downward sickle slice with decent range. Ground bounces on air hit.
Might be a mediocre anti air, if it has the same hurtbox shenanigans it used to have.
5D
- Forces stand.
- Results in a cinematic if charged or CH.
- Uncharged 5D is 0 on hit.
- Damage value increases when fully charged.
One of Axl's two overheads.
6P
- Axl's up-close anti-air.
- Special cancelable.
- Forces stand.
Axl performs a gut punch. Useful as a counterpoke to go through other long pokes due to its invulnerability.
6K
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
6H
- Advances very far forward.
Axl's other overhead.
2P
- Special cancelable.
- Damage value increases at max range.
2K
- Special cancelable.
2S
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
2H
- Special cancelable.
- Damage value increases at max range.
2D
- Special cancelable.
j.P
- Special cancelable.
- Damage value increases at max range.
j.K
- Aerial action allowed (dash).
- Special cancelable.
j.S
- Special cancelable.
- Damage value increases at max range.
j.H
- Special cancelable.
- Damage value increases at max range.
j.D
- Special cancelable.
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Sickle Flash
[4]6S
- Axl's longest range poke and your best friend.
- Follow up cancel window 24~36F, Can be delayed up to 40F
Full-screen chain strike projectile. Axl's signature move. It's very commonly referred to as "Rensen" (short for the Japanese name "Rensengeki").
Soaring Chain Strike
8 after Sickle Flash
- Sends the opponent towards you, even on block.
- Whiffs crouching.
Pulls back the chain in a upward arc. Mostly used to catch the opponent when they jump over Sickle Flash.
Spinning Chain Strike
2 after Sickle Flash (Hold OK)
- Vacuums the opponent no matter what.
- Can be held for more hits.
Sickle Flash's close-range option. Leaves Axl quite open at a distance. Excellent for chewing through armor like Potemkin's Hammerfall.
Winter Cherry
S after Sickle Flash
- Detonates the sickle.
- Values after a period of delay, [] shows delayed data. Axl shows signature "Yes!" if delay hits.
The sickle will only detonate at the maximum range of the move. If it is used anywhere other than fullscreen, it will likely whiff.
Winter Mantis
41236HS
- GGST Axl Low Winter Mantisr.png
Loosely based on the Preying Mantis' usual hunting technique- The Clothesline.
- Axl's command grab.
- Slow but starts from the opposing corner.
- Damage value changes at point blank range.
- Arrives between 28~46F, Unblockable
Full-screen command grab with excellent damage. The command grab is active only during the pullback, meaning the startup goes from okay at long-range to horrendous at close range. At point blank range, Axl will perform a grounded Axl Bomber instead allowing him to combo after without the use of RC.
Rainwater
214S
- Moves Axl backwards while being difficult to punish.
- Great roundstart option.
- 3F of Landing Recovery
Axl jumps backwards and swings his sickle in a downward arc.
Snail
214HS (Air OK)
- Has a deadzone in front of Axl.
- Air version have a longer range.
- 10F of Landing Recovery for j.214H
Axl does a mid-ranged chain strike in a upward arc for the ground version, and downward arc for the air version.
Axl Bomber
j.623HS
- Air only, not a reversal.
- Causes hard knockdown
- 7F of landing recovery
Upward flaming uppercut that can't be used grounded.
Overdrives
Sickle Storm
236236H
- 8F between first and second hit
Spins his sickle chain around him in a circle, then throws it forward.
One Vision
632146P
The first input of the command activates the install, indicated by an aura. This can only be used on the ground.
Executing the command again anytime after that will activate an about-2-second timestop. The activation can be done both on the ground and the air. It can be activated during normals, specials or in neutral.
Install last 5 seconds(295F?)
Effect time last 2 second(125F?), Blockable
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