Axl
Attack List Analysis Combos Strategy


- Strategy -

Axl Ranged
(added 12.11.02)

Attack Options (Keeping Distance):

At first glance, Axl is primarily a long-range fighter. His weapons allow him to attack almost every angle of the playing field in front and above him. His basic P, 2P, and 6K all cover a great deal of horizontal range and work well for keeping the opponent from advancing along the ground or using a basic jump to go airborne. In addition, his j.S and j.6P are excellent air-to-air counters for opponents that have already gotten in the air. The j.S can also be used to pin the opponent on the ground while Axl is in the air. To cover the air above his head, Axl has 2S. It travels much more vertically, and as a bonus, it can be jump canceled for even more follow-ups.

As far as long range basic attacks go, Axl has a ton. However, he has some solid long range special attacks as well. The Rensengeki ([4]6S) is a great poking tool and works very well for pushing opponents back. It comes out relatively fast and stays active for a good deal of time. It also knocks down on a hit whichs lets Axl rush in (if that's your style), or reset the "keep-away" game. If the Rensengeki is jumped over, more often than not it's best to go for the Kyokusageki (8) follow-up. The blade of the weapon swings upwards and can usually cover the space your opponent has jumped into. If it scores a counter, Axl can run up and combo for massive damage. Basic options include:

[4]6S(whiff),8(counter), run up, K,2S -> JC, j.K -> JC, dj.K -> (air) 623H
[4]6S(whiff),8(counter), run up, S(c) -> 623H,623H

Both of these basic combos inflict over 30% on most characters, and even more on those with weak defense. Depending on the opponents character, many other combos are possible, especially when using RC after the Axl Bomber (air 623H).

(added 12.11.02)

Mid Range (Creating Space):

If your opponent manages to break your long range keep-away, you'll need to push them back. Axl's Sweep (2D) is quick and has decent range. It works good as a deterrent to characters closing the distance on the ground. If you are charging back and you use 2D to push your opponent back, cancelling into the Rensengeki and provide extra pusback when blocked, and solid damage on a hit. If you see the hit, always finish with the Kyokusageki... it's free damage!

Other great mid-range basic attacks include Axl's S(f), 2H, and 3P. The S(f) comes out in 9F and actually staggers on CH. Even if you don't cancel the S(f) into a Rensengeki, you can usually perform one right after the S(f) staggers and link it! However, if your opponent is good at shaking out of staggers, you should always be ready to 2-1 cancel the S(f) into the Rensengeki instead or it will be guarded. Even standing mid-range and throwing out repeated S(f) can be incredibly annoying to grounded opponents due to the fast execution speed.

With a longer reach, the 2H executes in 11F but can be FRC'ed right when it comes out. It also staggers, but unlike the S(f), it cannot be canceled into the Rensengeki. Without an FRC, you generally won't be able to combo anything after it. The 2H reaches about half screen when fully extended so it's good to through out every once in a while if your opponent is prone to advancing on the ground.

The often underestimated 3P is one of Axl's most deceptive attacks. It reaches about as far as the S(f) and strikes low. One of the primary benefits is that it can start certain Gatling Combos that can be useful for keeping your opponent away such as 3P-S(f) and 3P-2H. It can even be chained into 6H, but if you aren't ready to rush the opponent, you're probably better using longer ranged attacks.

Once your opponent is pushed back, remember the Rensengeki and Axl's long range basics. You can be incredibly annoying if you can anticipate when your opponent will try to jump after being knocked back. The basic P and 6K work wonders for cutting the jump down. Many times if you knock the opponent out of the air with stand P, they will tech back and you can hit with another P or a 6K. As an alternate plan, your opponent may tech forward and attempt to air dash in. Depending on what attack they come in with, both 6P and 2S can take them out.

(added 12.11.02)

Quick Defense:

If your opponent is low to the ground when air dashing in, the 6P is usually the best option. 6P has upper body invulneravility and chains into both S(c) and 2S. This is especially important because both moves are jump cancellable, meaning free air combo damage for you. Generally the safest option is 6P,2S (anti air) into an air combo, but the 6P,S option usually keeps them lower allowing for variations on the basic combo:

anti-air 6P,2S -> JC, j.K -> JC, dj.K -> (air) 623H
anti-air 6P,S -> JC, j.K -> JC, dj.K,D -> (air) 623H

Even if your opponent is ready for your anti-air tactics and uses Faultless Defense after their dash, you can use it to your advantage. by pushing them back with 6P,2S -> JC, air dash back S, you can create a huge amount of distance and force them to play your keep-away game yet again.



Axl Close
(added 12.11.02)

Attack Sequences:

Even though his long-range game is so effective, Axl on constant offense can be even scarier. He can max out an opponents guard meter extremely quick, and even his most simple combos can dish out solid damage. Combine the guard meter maxing power and the high-damage basic combos and you'll soon see how easy it is for Axl to destroy an opponents health bar.

For pressuring the opponent, most any quick Gatling Combination cancelled into the Rensengeki works extremely well. Depending on if your opponent FD's you away, you'll have to shorten the chain or you'll get pushed back to far. For example:

d.1K-S-H-1D -> [4]6S (option 8 or 2)
d.1K-S-S -> [4]6S (option 8 or 2)
d.1K-1D -> [4]6S (option 8 or 2)

In the examples above, 1 is used instead of 2 because you need to be charging back in order to have the Rensengeki ready to cancel. If any of the chains connect, finish the combo with the Kyokusageki (8) option for the free damage or FRC -> combo if you can. However, on block, you can stop after the Rensengeki and go into long-range options, FRC (if you have great timing) and rush back in, or try to mix it up by using the Kyokusageki (8) option.

Depending on your ability to FRC the Rensengeki, attempting it is always a pretty good idea. When blocked, it allows you to rush back in with another pressure series. On hit, it opens up big damage combo opportunities. At a cost of only 25% tension, it's well worth the attempt. Even if you don't get the FRC, you can hold up if the combo hit for the extra damage or try for the Kyokusageki option if you think the opponent will attempt to run in after a block.

(added 12.11.02)

Wake-Up Games:

As a great pressure option after you knock the opponent down is to dash in and use Axl's 6H. Normally the 6H has +1 advantage when blocked if the first active frame hits. Using it as a meaty attack and striking with the later active frames results in a much larger advantage on block. From here, Axl has a few options. The first is to go right into the Bentengari Light (623S). Usually if your opponent tries to stick any basic attack out, the Bentengari Light will knock them right off their feet and counterhit as well. Combine this with a RC and you'll be able to run after them and continue with an air combo. After your opponent eats a few Bentengari Light counters into air combos, they will wise up and either stop attacking, or use a move with high invulnerability frames (such as Bridget's Starship, Johnny's 632146H super etc. Here are some examples:

d.6H (meaty), 623S -> RC, dash K-2S -> JC, j.K -> dj.K-D -> (air) 623H
d.6H (meaty), 1K-S-1D -> [4]6S (change options if hit or block)
d.6H (meaty), dash back (opponent retaliation attempt whiffs), [4]6S, repeat dash 6H... d.6H (meaty), Throw or Counter

When pushing the opponent into the corner, there are a few other options to consider. After knocking the opponent down and forcing them to block the meaty 6H, you can often wait a split second for the opponent to recover, then throw. Throwing them back into the corner (4H) can net even more damage because of Axl's famous Air Bomber loops (throw to corner, stand S -> JC, (air) 623H, repeat x2 or x3). Also, instead of using the 6H meaty, try mixing it up by instantly whiffing a Rensengeki while the opponent is downed, but quickly transition into Kyokusageki as they rise. The intentional whiff of the Rensengeki creates the illusion of vulnerability and the opponent ends up standing right up into the Kyokusageki. Cheap!

(added 12.11.02)

Mid Range (Closing the Gap):

Just as the basic S(f) is used in the keep-away game, it can be used for the rush game as well. Connecting with the counter and getting the stagger allows you to begin your rush. The opponent will be busy shaking out of the stagger and you can dash in to begin the Gatling Combination pressure.

Another way to get inside is to attack with 2H-6H Gatling. Not many people know about this chain and the high priority of both moves work very well together. You can even throw out a couple S(f)'s first to judge distance, then blast forward with a quick 2H-6H.
A very simple and annoying tactic is to Gatling Combo Axl's 3P-6H. Since 3P strikes low and 6H strikes high, it becomes a swift low/high transition that leaves Axl at an advantage even if blocked. Remember the previous Bentengari Light option that follows a blocked 6H. It works here too! You might score a counter with the 6H which gives Axl enough time to 1K-1D -> [4]6S or 1K-S-1D -> [4]6S (depending on distance).

Keep knocking the opponent down. The more you can force the opponent to block the meaty 6H, the more options you'll have. Getting the throw off, or comboing into FRC Rensengeki gives Axl's various damage options. Keep an eye on the opponent's guard meter as well. Once you max it out with your meaty 6H, Rensengeki, and Gatling Chains, go for the Bentengari Light -> RC combos. Big time damage!

(added 12.13.02)

Raieisageki Vertical:

Yet another mix-up off Axl's dash Gatlings comes by way of his Raieisageki Vertical (63214S). If the opponent is forced to block the H, they are in an excessive amount of guard stun if Axl cancels it (example: d.1K,S,H -> 63214H). Though the opponent isn't completely unable to move, the Raieisageki Vertical comes out rather quick and can often cross the opponent up and strike from behind. Depending on how it hits, Axl is left with a few options. Some of the basic options are listed below:

First of all, if the move hits normally, the opponent is knocked to the ground relatively close to Axl. From here, he can go into the standard wake-up games such as the meaty 6H, OTGs (using 2K-S -> 623S), and even a delayed Rensengeki -> Kyokusageki. In addition, depending on the weight of the character and how close you are after the Raieisageki Vertical strikes, you can usually connect a K-6P -> JC for more pressure.

If your opponent is cornered, the Raieisageki Vertical will not cross up. It will actually strike in front of the character even though it appears to be going behind them. If you manage to strike here, you can go into the Axl Bomber Loops (Raieisageki Vertical hits, K-S -> JC, instant 623H, (land) S -> JC, instant 623H... etc). Very big damage for such a confusing move.

On a CH both in the corner and midscreen, Axl has the opportunity for an easier combo followup. Since the oponnent will be airborne longer due to the counterhit, Axl can bypass using the K-S and actually dash in and S(c) to start his options. A very basic followup is to simple dash S(c) -> JC, j.K-D -> 623H. If you have Tension, you can RC the Air Axl Bomber and then follow up with an ad.D -> 623H. Near the corner this sets up even more damage via Axl Loops!



Axl Advanced Options
(added 12.13.02)

Axl Jump Install:

When combined with Jump Install, the Raieisageki Vertical gains some very interesting attack options. Usually opponents will expect Axl to land after the Raieisageki Vertical. By Jump Installing it, he can continue his assault via air dash forward, or choose to go back on defense with a backdash. Below are some Solo Jump Install examples:

(When Guarded)
632147S(JI) -> RC, ad.H-D, (land), 1K-1D -> [4]8S...
632147S(JI) -> RC, (air dash) (land), Throw...
632147S(JI) -> RC, (air dash back) ad.S (land), [4]6S...

(When Hit)
632147S(JI) -> RC, ad.H-D -> 623H (land), if near corner, Axl Bomber Loops

The same options can be used after Combo Jump Install.

1K-S(JI)-H -> 63214S -> RC... into air dash options

Depending on whether or not it's hit or blocked, adjust your strategy accordingly.