Line 40: | Line 40: | ||
'''Jumping D''' | '''Jumping D''' | ||
*(See Jumping C) | *(See Jumping C) | ||
'''Crawl''' | |||
*Hold Down-Forward | |||
'''Low Dive Glove''' | |||
*LP/LK/LP+LK from opposite plane | |||
'''High Dive Glove''' | |||
*HP/HK from opposite plane | |||
===Command Moves=== | |||
'''Low Blow''' | |||
*(While blocking)Forward + LP | |||
**Axel's Guard Attack is one of the best in the game, without a doubt. The reason is because its range is incredible; it's his longest-ranged physical attack. | |||
===Line Blast=== | |||
'''Power Blow''' | |||
*HP+HK | |||
**Will knock opponent to opposite plane | |||
===Throws=== | |||
'''Hell Bomber''' | |||
*(Close to opponent)Forward + HK | |||
'''Head Crush''' | |||
*(Close to opponent)Back + HK | |||
'''Rolling Buster''' | |||
*(Close to opponent)Up-Forward + HK | |||
== Special Moves == | == Special Moves == |
Revision as of 14:09, 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)
Crawl
- Hold Down-Forward
Low Dive Glove
- LP/LK/LP+LK from opposite plane
High Dive Glove
- HP/HK from opposite plane
Command Moves
Low Blow
- (While blocking)Forward + LP
- Axel's Guard Attack is one of the best in the game, without a doubt. The reason is because its range is incredible; it's his longest-ranged physical attack.
Line Blast
Power Blow
- HP+HK
- Will knock opponent to opposite plane
Throws
Hell Bomber
- (Close to opponent)Forward + HK
Head Crush
- (Close to opponent)Back + HK
Rolling Buster
- (Close to opponent)Up-Forward + HK