Fatal Fury Special/Axel Hawk: Difference between revisions

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== Normal Moves ==
== Normal Moves ==
'''Standing A'''
*The far standing A is his fastest and longest-ranged (I think)standing normal
and is cancelable.
'''Crouching A'''
*The low A is my favorite move to use when up close. It's his fastest normal,
period. It's always a good idea to cancel this into a tornado upper or Axel
Dance.
'''Standing B'''
*The far B is one of my favorite moves with Axel. It has good range, comes out
almost instantly, hits crouchers, is cancelable, and beats out almost any
physical attack I can think of. Its flaw is the recovery; even if you connect
with this, most characters can sweep you or do worse while you're recovering.
The way around this is to cancel it into a tornado upper.
'''Crouching B'''
*The low B has good startup and recovery , is his longest-ranged low move along
with the D, and is cancelable. However, I almost always prefer the low D over
this.
'''Standing C'''
*The far C is a good move to poke with, as its range is better than the far
D's. Recovery is kinda harsh, so it's best to use at its maximum range.
The close C is a quick move that hits crouchers and is cancelable. Not bad at
all.
'''Crouching C'''
*The crouching C is only good for anti-air. Its hitbox is a bit high; most
characters can duck under it. No horizontal range.
'''Standing D'''
*The far D isn't necessarily bad, but there's little reason to use it over the
C for ground fighting.
The close D is even quicker than the C and is cancelable. I should use this move
more often.
'''Crouching D'''
*The low D has the same animation and priority as the low B. It has only slightly more startup and recovery than the B, which is why I prefer it. It
tends to hit moves at a bit farther range than it looks. It is cancelable; good
to use the dash upper after this as well as the tornado.
'''Jumping A'''
*Both A and B are exactly the same. I prefer C and D over these usually. I do
use these to counter certain attacks (Duck's ball or Krauser's Leg Tomahawk)
because they stay out longer.
'''Jumping B'''
*(See Jumping A)
'''Jumping C'''
*All his jumping attacks have the same animation and priority. Only
difference is that these don't stay out as long as A/B, but they do more damage,
cause longer hit stun, and hit twice. The latter three reasons are why I
use these.
**All of Axel's jumping attacks can cross up
'''Jumping D'''
*(See Jumping C)


== Special Moves ==
== Special Moves ==

Revision as of 13:59, 4 May 2008

Introduction

Moves List

Normal Moves

Standing A

  • The far standing A is his fastest and longest-ranged (I think)standing normal

and is cancelable.

Crouching A

  • The low A is my favorite move to use when up close. It's his fastest normal,

period. It's always a good idea to cancel this into a tornado upper or Axel Dance.

Standing B

  • The far B is one of my favorite moves with Axel. It has good range, comes out

almost instantly, hits crouchers, is cancelable, and beats out almost any physical attack I can think of. Its flaw is the recovery; even if you connect with this, most characters can sweep you or do worse while you're recovering. The way around this is to cancel it into a tornado upper.

Crouching B

  • The low B has good startup and recovery , is his longest-ranged low move along

with the D, and is cancelable. However, I almost always prefer the low D over this.

Standing C

  • The far C is a good move to poke with, as its range is better than the far

D's. Recovery is kinda harsh, so it's best to use at its maximum range. The close C is a quick move that hits crouchers and is cancelable. Not bad at all.

Crouching C

  • The crouching C is only good for anti-air. Its hitbox is a bit high; most

characters can duck under it. No horizontal range.

Standing D

  • The far D isn't necessarily bad, but there's little reason to use it over the

C for ground fighting. The close D is even quicker than the C and is cancelable. I should use this move more often.

Crouching D

  • The low D has the same animation and priority as the low B. It has only slightly more startup and recovery than the B, which is why I prefer it. It

tends to hit moves at a bit farther range than it looks. It is cancelable; good to use the dash upper after this as well as the tornado.

Jumping A

  • Both A and B are exactly the same. I prefer C and D over these usually. I do

use these to counter certain attacks (Duck's ball or Krauser's Leg Tomahawk) because they stay out longer.

Jumping B

  • (See Jumping A)

Jumping C

  • All his jumping attacks have the same animation and priority. Only

difference is that these don't stay out as long as A/B, but they do more damage, cause longer hit stun, and hit twice. The latter three reasons are why I use these.

    • All of Axel's jumping attacks can cross up

Jumping D

  • (See Jumping C)

Special Moves

Super Move

The Basics

Advanced Strategy

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk (self)

Vs. Big Bear

Vs. Billy Kane

Vs. Chin ShinZan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser