m (→Overview) |
(Corrected some errors, linked RRC under j.H to the RC page but formatted as external link, might need reformatting) |
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* Whiffs on crouchers and people running at Axl (Except Zato). | * Whiffs on crouchers and people running at Axl (Except Zato). | ||
* Damage value increases at max range. | * Damage value increases at max range. | ||
Covers an incredible amount of ground and air space for how fast it is. Good at checking jumps and specials during startup. | Covers an incredible amount of ground and air space for how fast it is. Good at checking jumps and specials during startup. | ||
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* Jump and special cancelable. | * Jump and special cancelable. | ||
* Closest thing Axl has to a jab. | * 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. | Your go-to abare move. Gatling into {{clr|5|2D}} to build space and gain a knockdown on hit and cancel that into Rensen on block to start playing Axl. | ||
5K can be used as an situational anti-air vs low airborne moves like Ky's Foudre Arc or I-No's hoverdash. Also works suprisingly well as a low crush in some situations. | {{clr|2|5K}} can be used as an situational anti-air vs low airborne moves like Ky's Foudre Arc or I-No's hoverdash. Also works suprisingly well as a low crush in some situations. | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
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* Combo and pressure filler. | * Combo and pressure filler. | ||
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. | Hits OTG after Soaring Chain Strike which lets him set up his safejump oki. | ||
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* Special cancelable. | * Special cancelable. | ||
* Excellent mid-range poke. | * 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. | 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. | ||
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* 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. | ||
Can be a mediocre anti air, if it hits early enough in the animation. ''See Hitboxes.'' | Can be a mediocre anti air, if it hits early enough in the animation. ''See Hitboxes.'' | ||
</div> | </div> | ||
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* Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift. | * Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift. | ||
* 80% proration if not fully charged. | * 80% proration if not fully charged. | ||
One of Axl's two overheads. | One of Axl's two overheads. | ||
</div> | </div> | ||
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* Special cancelable. | * Special cancelable. | ||
* Forces stand. | * Forces stand. | ||
Axl performs a gut punch. Useful as a counterpoke to go through other long pokes due to its invulnerability. | Axl performs a gut punch. Useful as a counterpoke to go through other long pokes due to its invulnerability. | ||
Can combo into 214H from a spaced grounded hit or airborne hit, but will whiff on close grounded hit. | Can combo into {{clr|4|214H}} from a spaced grounded hit or airborne hit, but will whiff on close grounded hit. | ||
</div> | </div> | ||
</div> | </div> | ||
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* Damage value increases at max range. | * Damage value increases at max range. | ||
Anti-air that hits around | Anti-air that hits around IAD height. Also work as a great combo tool in air juggles, as it can go into Rensen if you can buffer it early enough. | ||
</div> | </div> | ||
</div> | </div> | ||
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* Advances very far forward. | * Advances very far forward. | ||
* Gives a wallbounce on airborne hit in corner. | * Gives a wallbounce on airborne hit in corner. | ||
Axl's other overhead. If it connects deep as a meaty, it can link into 5K or c.S. | |||
Axl's other overhead. If it connects deep as a meaty, it can link into {{clr|2|5K}} or {{clr|3|c.S}}. | |||
</div> | </div> | ||
</div> | </div> | ||
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* Pushes opponents into Snail range, allowing for a quick "get off me" option in some situations. | * 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 | Quick low hitting poke, great at checking ground movement, especially since {{clr|1|5P}} whiffs on some running opponents. | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}} | ||
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Images = | Images = | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST_Axl_Low_2K.png |Yes, it still low profiles | GGST_Axl_Low_2K.png |Yes, it still low profiles Stun Edge | ||
</gallery> | </gallery> | ||
|-| | |-| | ||
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Big anti air that hits above and in front of Axl, excellent at discouraging jump ins. | 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 | Covers a huge area. On counter hit you get decent damage while knocking the opponent back full screen. | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}} | ||
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Long range low that's essential for Axl's ground control. On counter hit, pops the opponent up letting you combo into Rensen from any range. | Long range low that's essential for Axl's ground control. On counter hit, pops the opponent up letting you combo into Rensen from any range. | ||
Also great as a gatling after f. | Also great as a gatling after {{clr|3|f.S}} giving very consistent conversions. | ||
</div> | </div> | ||
</div> | </div> | ||
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Use this alot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup letting you clip opponent trying to jump at you. | Use this alot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup letting you clip opponent trying to jump at you. | ||
On deep, | On deep, crouching or counterhit, let's you combo into {{clr|4|j.214H}}. Otherwise, it's a decent frametrap that's tricky to punish. | ||
Loses to 6P at some ranges so be cautious. | Loses to {{clr|1|6P}} at some ranges so be cautious. | ||
[[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}} | [[GGST/Axl_Low/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}} | ||
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Hits directly below Axl, making it good for jump ins, or challenging offense when jumping. | Hits directly below Axl, making it good for jump ins, or challenging offense when jumping. | ||
With 50 meter for | With 50 meter for [https://dustloop.com/wiki/index.php?title=GGST/Movement#Roman_Cancels Red Roman Cancel], this turns into an instant overhead that can come from a raw jump or a jump cancel from 5K or {{clr|3|c.S}}, boosting Axl's offensive game. | ||
</div> | </div> | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
* Special cancelable. | * Special cancelable. | ||
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 combo tool in the corner letting you | Turns into a strong situational combo tool in the corner letting you cancel into Axl Bomber. | ||
</div> | </div> | ||
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<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
Standard ground throw that gives hard knockdown. Can get a follow-up OTG 2K for added damage. Can be followed up with an IAD j.H for a safejump. | Standard ground throw that gives hard knockdown. Can get a follow-up OTG {{clr|2|2K}} for added damage. Can be followed up with an IAD {{clr|4|j.H}} for a safejump. | ||
In the corner, can be OTG'ed by the first hit of his Sickle Storm overdrive to end rounds | In the corner, can be OTG'ed by the first hit of his Sickle Storm overdrive to end rounds. | ||
</div> | </div> | ||
</div> | </div> | ||
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* Sends the opponent towards you, even on block. | * Sends the opponent towards you, even on block. | ||
* Whiffs crouching. | * Whiffs crouching. | ||
* Can OTG after with c.S to create a safe oki situation. | * Can OTG after with {{clr|3|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. | Pulls back the chain in a upward arc. Mostly used to catch the opponent when they jump over Sickle Flash. | ||
</div> | </div> | ||
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*Vacuums the opponent no matter what. | *Vacuums the opponent no matter what. | ||
*Can be held for more hits. | *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. 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 Potemkin's Hammerfall. Very vulnerable to jump-ins if held, so use with caution. | ||
</div> | </div> | ||
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* 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. | ||
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. | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST_Axl_Low_Winter_Mantis.png | | GGST_Axl_Low_Winter_Mantis.png |Formerly: """Excellent Damage""" | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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* 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 after without the use of RC. If you don't have the meter for RC, you can still OTG with {{clr|4|2H}} to continue your pressure by cancelling it into Rensen on their wake up, while also resetting them back to fullscreen. | |||
</div> | </div> | ||
</div> | </div> | ||
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* Moves Axl backwards while being difficult to punish. | * Moves Axl backwards while being difficult to punish. | ||
* 3F of Landing Recovery | * 3F of Landing Recovery | ||
Axl jumps backwards and swings his sickle in a downward arc. Can be converted in the corner from a close hit with either 5P or 5K | |||
Axl jumps backwards and swings his sickle in a downward arc. Can be converted in the corner from a close hit with either {{clr|1|5P}} or {{clr|2|5K}}. | |||
Good for ending blockstrings or baiting throws. Can be jumped, giving your opponent a nasty counter-hit punish opportunity, so try to stay unpredictable when ending blockstrings with this move. | Good for ending blockstrings or baiting throws. Can be jumped, giving your opponent a nasty counter-hit punish opportunity, so try to stay unpredictable when ending blockstrings with this move. | ||
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* Air version has longer range. | * Air version has longer range. | ||
* 10f of landing recovery for air version. | * 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. | Axl does a mid-ranged chain strike in an upward arc for the ground version, and a downward arc for the air version. | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST_Axl_Low_Axl Bomber.png |Turn your opponent into a | GGST_Axl_Low_Axl Bomber.png |Turn your opponent into a Twitter clip | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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* Causes hard knockdown | * Causes hard knockdown | ||
* 7F of landing recovery | * 7F of landing recovery | ||
Upward flaming uppercut that can't be used grounded. | Upward flaming uppercut that can't be used grounded. | ||
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==== ==== | ==== ==== | ||
* 8F between first and second hit | * 8F between first and second hit | ||
Axl's only invincible reversal. First hits high for anti-airing, while the 2nd hit covers the whole ground. | Axl's only invincible reversal. First hits high for anti-airing, while the 2nd hit covers the whole ground. | ||
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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. | 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 | 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. | Effect time lasts 2 seconds (125F?) - Blockable both crouching and standing. | ||
As of patch 1. | As of patch 1.09, Axl can now cancel specials (on hit/block) into both One Vision's installation and activation, allowing for a lot more combo routes. | ||
</div> | </div> | ||
</div> | </div> |
Revision as of 19:35, 14 September 2021
Axl is a long range specialist who uses massive attacks to control the pace of the match. He is tricky, oppressive, and requires a certain mindset to utilize.
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 defence, he has little but metered reversals. Due to his generally high whiff recovery, knowledgeable opponents can bypass his long range pokes, such as by dashing under 5P, and get in with seemingly no recourse. While his toolkit is beginner friendly, intermediate and advanced players will rely on match-up knowledge to succeed. He also requires good fundamentals, as he’s reliant on conditioning and reads to disable the enemy offence.
If you want to control the neutral at the touch of a button, but also enjoy having the option to flaunt your execution so hard you turn your opponent into a highlight clip, Axl is for you.
Axl Low Axl Low , classified as a Long Range type, is a long range attacker who can take opponents down at a distance.
- Zoning: Massive normals allow Axl to easily control wide swaths of the screen with the press of a button. He also has Rensen to push opponents out and a command grab that is fastest at fullscreen to keep the opponent on their toes.
- Anti Airs: Great control of airspace with long-range normals and special moves. These complement his already great grounded buttons to make approaching him a nightmare.
- Close Range Tools: Has a variety of frametraps and counterhit starters at close range. Even though he is best at midrange, Axl is no slouch when it comes to up-close offense.
- Damage: Has relatively bad damage output, unless he has meter to spend and the opponent is cornered. Most of his buttons only let him combo into a special move for a knockdown and nothing more when they connect at max range.
- Close/Midrange Defense: No meterless reversal or counters, and dead zones in long-range attacks at closer ranges. Axl has to be careful about what normals he picks at what range.
Axl Low |
---|
Normal Moves
- All damage values are tested on Ky.
5P
- Throws the chain at about a 10° angle.
- Special cancelable.
- Whiffs on crouchers and people running at Axl (Except Zato).
- Damage value increases at max range.
Covers an incredible amount of ground and air space for how fast it is. Good at checking jumps and specials during startup.
Gatling Options: 6P, 6K, 6H
5K
- Jump 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.
5K can be used as an situational anti-air vs low airborne moves like Ky's Foudre Arc or I-No's hoverdash. Also works suprisingly well as a low crush in some situations.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Jump and special cancelable.
- Combo and pressure filler.
Later portion of the attack has a higher hitbox meaning it can be used as an situational (and potentially highly rewarding) anti-air vs opponents just above you.
Hits OTG after Soaring Chain Strike which lets him set up his safejump oki.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- Special cancelable.
- Excellent mid-range poke.
Even though it doesn't extend as far as some of Axl's other pokes, it covers a space that his other normals are too slow to cover. Also excellent as a whiff punish button.
Gatling Options: 5H, 2H
5H
- Special cancelable.
- Downward sickle slice with decent range. Ground bounces on air hit.
Can be a mediocre anti air, if it hits early enough in the animation. See Hitboxes.
5D
- Data in [] represents values when fully charged.
- Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
- Deals more damage when fully charged, launches opponent on hit if combo'd into.
- Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
- 80% proration if not 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.
Can combo into 214H from a spaced grounded hit or airborne hit, but will whiff on close grounded hit.
6K
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
Anti-air that hits around IAD height. Also work as a great combo tool in air juggles, as it can go into Rensen if you can buffer it early enough.
6H
- Advances very far forward.
- Gives a wallbounce on airborne hit in corner.
Axl's other overhead. If it connects deep as a meaty, it can link into 5K or c.S.
2P
- Special cancelable.
- Damage value increases at max range.
- Pushes opponents into Snail range, allowing for a quick "get off me" option in some situations.
Quick low hitting poke, great at checking ground movement, especially since 5P whiffs on some running opponents.
Gatling Options: 6P, 6K, 6H
2K
- Special cancelable.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
- Special cancelable.
- Whiffs crouching.
- Damage value increases at max range.
Big anti air that hits above and in front of Axl, excellent at discouraging jump ins.
Covers a huge area. On counter hit you get decent damage while knocking the opponent back full screen.
Gatling Options: 5H, 2H
2H
- Special cancelable.
- Hits low profile moves.
- Damage value increases at max range.
Long range low that's essential for Axl's ground control. On counter hit, pops the opponent up letting you combo into Rensen from any range.
Also great as a gatling after f.S giving very consistent conversions.
2D
- Special cancelable.
Incredibly good when fishing for counter hits.
Gatlings from 5K, 2K and c.S, making it great for combo filler or a low mix-up.
Cancel into Rensen ([4]6S), Snail (214H) or Rainwater (214S) seemingly leaves you with favourable spacing for a Red Roman Cancel (RRC).
j.P
- Special cancelable.
- Damage value increases at max range.
j.K
- Aerial action allowed (dash).
- Special cancelable.
Axl's fastest air button making this the preferred normal in close range air-to-air situations.
Gatling Options: j.D
j.S
- Special cancelable.
- Damage value increases at max range.
Use this alot. Huge air-to-ground move that controls a lot of space. Has a hitbox in front of Axl on startup letting you clip opponent trying to jump at you.
On deep, crouching or counterhit, let's you combo into j.214H. Otherwise, it's a decent frametrap that's tricky to punish.
Loses to 6P at some ranges so be cautious.
Gatling Options: j.H
j.H
- Special 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.D
- Special cancelable.
Blows the opponent away on hit making it a decent jump in. Plenty of pushback on block meaning you don't need to worry about throws when landing.
Turns into a strong situational combo tool in the corner letting you cancel into Axl Bomber.
Universal Mechanics
Ground Throw
6D or 4D
Standard ground throw that gives hard knockdown. Can get a follow-up OTG 2K for added damage. Can be followed up with an IAD j.H for a safejump.
In the corner, can be OTG'ed by the first hit of his Sickle Storm overdrive to end rounds.
Air Throw
j.6D or j.4D
Your standard air throw. Fits into his anti-air kit by being his best option against opponents directly above him.
Special Moves
Sickle Flash
[4]6S
- Axl's longest range poke and your best friend.
- 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").
Projectile persists if Purple Roman Cancelled (PRC), similar to how YRC functioned in Xrd, but appears to be less useful due to the long startup and the fast speed of the projectile.
Soaring Chain Strike
8 after Sickle Flash
- Sends the opponent towards you, even on block.
- Whiffs crouching.
- Can OTG after with c.S to create a safe oki situation.
Pulls back the chain in a upward arc. Mostly used to catch the opponent when they jump over Sickle Flash.
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. Very vulnerable to jump-ins if held, so use with caution.
Winter Cherry
S after Sickle Flash
- Detonates the sickle.
- Can be delayed up to 40F. Axl shouts his signature "Yes!" if delayed explosion hits. Values in [] show the delayed explosion data.
The sickle will only detonate at the maximum range of the move. If it is used anywhere other than fullscreen, it will likely whiff.
The delayed version is useful for locking down your opponent from fullscreen, as it makes the move safe and increases the damage on hit, as well as the chip damage on block. Possibly also increases the size of the explosion - at least visually.
Winter Mantis
41236HS
- Axl's command grab.
- Slow but starts from the opposing corner.
- Damage value changes at point blank range.
- Arrives between 28~46F, Unblockable
Fullscreen command grab. It is active only during the pullback, meaning the startup goes from okay at long-range to horrendous at close range. At point blank range, Axl will perform a grounded Axl Bomber instead allowing him to combo after without the use of RC. If you don't have the meter for RC, you can still OTG with 2H to continue your pressure by cancelling it into Rensen on their wake up, while also resetting them back to fullscreen.
Rainwater
214S
- Moves Axl backwards while being difficult to punish.
- 3F of Landing Recovery
Axl jumps backwards and swings his sickle in a downward arc. Can be converted in the corner from a close hit with either 5P or 5K.
Good for ending blockstrings or baiting throws. Can be jumped, giving your opponent a nasty counter-hit punish opportunity, so try to stay unpredictable when ending blockstrings with this move.
Snail
214HS (Air OK)
- Has a deadzone in front of Axl.
- Air version has longer range.
- 10f of landing recovery for air version.
Axl does a mid-ranged chain strike in an upward arc for the ground version, and a downward arc for the air version.
Air version works as a combo tool after j.S on deep, crouching or counterhit, or as a decent long range frame trap on block.
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.
TK Axl Bomber, either performed raw or from a jump cancel, is an essential combo tool for Axl's high damage routes.
Overdrives
Sickle Storm
236236H
- 8F between first and second hit
Axl's only invincible reversal. 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.
One Vision
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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.
As of patch 1.09, Axl can now cancel specials (on hit/block) into both One Vision's installation and activation, allowing for a lot more combo routes.
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
- Hitbox Images provided by Azrael_MadDog: https://twitter.com/Azrael_MadDog/status/1404824217611296769
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Page | Status | % |
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Overview | Needs more character data as it becomes available, transparent images of moves and hitboxes where they are missing, more thorough move explanations (with properties and uses). | 16/20 |
Combos | Good job lads. Just need to keep it tidy and organised. Keep things colour coded and sorted by difficulty, followed by button (P,K,S,H,D,j). We've got videos for nearly everything, which is fantastic. All that is left is to fill in the gaps for tension gain and wherever someone was too lazy to say anything beyond how much damage a combo does. | 9/10 |
Strategy | Needs more coverage on general strategy, or at least more elaborate ones. Oki and frametraps are not really Axl's thing, but we should think about listing practical stuff like setups, safe-jumps, etc. A lot of blockstrings were removed from the combo page some time ago, so look into older revisions and transfer them to Strategy. We should reluctantly also tell people how to beat our boy Axl in the "Fighting Axl" section. | 6/20 |
Frame Data | Missing data from a few moves such as recovery and active frames for overdrives and air normals. Please list your sources somewhere as well. | 40/50 |