(→2B) |
|||
Line 836: | Line 836: | ||
| Property = | | Property = | ||
| description = * Charge time: 45F. | | description = * Charge time: 45F. | ||
*Axel Dance is better both as a combo ender and chip damage dealer, so this doesn't see too much use. However, it does leave Axel plus on block if done from the right distance, so it's not entirely useless. | |||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
Line 852: | Line 853: | ||
| Property = | | Property = | ||
| description = * Charge time: 60F. | | description = * Charge time: 60F. | ||
*Horribly slow. The frame data is just too terrible for this move to be useful, and it needs a somewhat lengthy charge as well. Avoid. | |||
}} | }} | ||
}} | }} |
Revision as of 20:16, 23 November 2024
Introduction
Pros | Cons |
---|---|
|
|
Move List
Note: Attacks that hit Axel's stomach hurtbox (when present) will do 25% more damage (rounded down)
Standing/Walking | Crouching | Jumping | Taunting |
![]() |
![]() |
![]() ![]() |
![]() |
Flashing hurtbox takes extra damage. | Prejump and jumping hurtboxes. 50F duration. |
Close Standing Normals
c5A
c5B
c5C
c5D
Far Standing Normals
f5A
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 12 | 27 | 41 | -23 | -22 | Cancel | |
f5C
f5D
Crouching Normals
2A
2B
2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
14 | 4 | Mid | 8 | 16 | 18 | 41 | -10 | -11 | Cancel | |
2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Low | 6 | 11 | 11 | 27 | KD | +1 | Cancel | |
Jumping Normals
jA/B
jC
jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 10x2 | 4x2 | Overhead, Overhead | 10, 21 | 11+8 | - | - | - | - | - | |
Neutral Jump | 10x2 | 4x2 | Overhead, Overhead | 5, 16 | 11+8 | - | - | - | - | - | |
System Normals
Lane Blast
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Front Lane | 22 | 5 | Mid | 9 | 8 | 14 | 30 | KD | -3 | Cancel, Lane Shift | |
Back Lane | 22 | 5 | Mid | 12 | 8 | 8 | 27 | KD | +3 | Cancel, Lane Shift | |
Lane Attack
Axel has the same lane attack for punch and kick buttons.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A/B | 20 | 2 | Overhead | 13 | - | 4 | - | - | - | / | |
| |||||||||||
C/D | 20 | 4 | Overhead | 13 | - | 4 | - | - | - | / | |
|
Dodge Attack
Throws
- All of Axel's throws have the same range.
6D Throw
4D Throw
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16~32 (4 x 4~8) | 0 | Throw | 1 | 1 | / | - | KD/Air reset | / | / | |
9D Throw
Special Moves
Tornado Upper (236P)
Smash Bomber ([1]6P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 18 (4) | 3 | Mid | 17 | 17 | 12 | 45 | Air Reset | -7 | - | |
| |||||||||||
C | 24 (6) | 6 | Mid | 28 | 25 | 12 | 64 | KD | -19 | - | |
|
Axel Dance (Mash P)
Elipses (...) indicate where the attack repeats if P continues to be mashed. Total frames and frame advantage assume no mashing after the move starts.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 12xN (3xN) | 3 | / | 7, 18, 29, 41 ... | 4 (7) 4 (7) 4 (8) 2 ... | 4 | 46+ | -6 | 0 | / | |
C | 18xN (4xN) | 6 | / | 11, 24 ... | 4 (9) 4 ... | 12 | 39+ | +15 | +8 | / | |
Desperation Move
Axel Rush (4632149B+C)
Combos
- jC/D, 2A > Mash A
The Dance will get 2 hits if you jump from the front, or 3 hits if the combo is a crossup.
- c5B > Mash A/C
- 2C > [1]6A
- c5C > 236A
- Lane Attack > c5A > Mash A