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[[File:FFS_Axel_Portrait.png|right]] | [[File:FFS_Axel_Portrait.png|right|The Iron-Knuckled Pugilist]] | ||
[[File:FFS_Axel_Colors.png|right]] | [[File:FFS_Axel_Colors.png|right]] | ||
[[File:FFS_Axel_Stage.png|thumb|Axel has a single lane stage. Lane changing is not possible and Lane Blasts will send characters into the electric ring for an additional 8 damage and 5 stun.]] | [[File:FFS_Axel_Stage.png|thumb|Axel has a single lane stage. Lane changing is not possible and Lane Blasts will send characters into the electric ring for an additional 8 damage and 5 stun.]] | ||
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|Hit Adv=+4 | |Hit Adv=+4 | ||
|Block Adv=+5 | |Block Adv=+5 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*Nothing too noteworthy. Can be easily cancelled into Axel Dance if you keep mashing A, but 2A does the job better. | *Nothing too noteworthy. Can be easily cancelled into Axel Dance if you keep mashing A, but 2A does the job better. | ||
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|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+4 | |Block Adv=+4 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*Hits twice, giving you plenty of time to cancel the move into a special. Potential for massive stun damage if both hits connect and you combo into heavy Axel Dance. | *Hits twice, giving you plenty of time to cancel the move into a special. Potential for massive stun damage if both hits connect and you combo into heavy Axel Dance. | ||
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|Hit Adv=-1 | |Hit Adv=-1 | ||
|Block Adv=-2 | |Block Adv=-2 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*It's possible to combo into Tornado Upper from this, but you have better combo routes available. | *It's possible to combo into Tornado Upper from this, but you have better combo routes available. | ||
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|Hit Adv=-13 | |Hit Adv=-13 | ||
|Block Adv=-14 | |Block Adv=-14 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*Not much reason to use this one. Mostly just "the move you get if Axel fails a throw attempt". | *Not much reason to use this one. Mostly just "the move you get if Axel fails a throw attempt". | ||
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|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+2 | |Block Adv=+2 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*Good poke, although slightly overshadowed by 5B. If done with a 46A input, you can option select between this button and Axel's amazing dodge attack, so it does see plenty of use. | *Good poke, although slightly overshadowed by 5B. If done with a 46A input, you can option select between this button and Axel's amazing dodge attack, so it does see plenty of use. | ||
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|Hit Adv=-23 | |Hit Adv=-23 | ||
|Block Adv=-22 | |Block Adv=-22 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*Now this is a button. Extremely fast startup, good range and works both as a ground poke and an anti-air. The recovery is terrible, but this is offset by the fact it's special cancelable. | *Now this is a button. Extremely fast startup, good range and works both as a ground poke and an anti-air. The recovery is terrible, but this is offset by the fact it's special cancelable. | ||
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|Hit Adv=+5 | |Hit Adv=+5 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*Mostly used to combo into light Axel Dance. | *Mostly used to combo into light Axel Dance. | ||
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|Hit Adv=+1 | |Hit Adv=+1 | ||
|Block Adv=+2 | |Block Adv=+2 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*Great low poke, although 2D only has 1 more frame of startup despite dealing twice the damage and a knockdown on hit. | *Great low poke, although 2D only has 1 more frame of startup despite dealing twice the damage and a knockdown on hit. | ||
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|Hit Adv=-10 | |Hit Adv=-10 | ||
|Block Adv=-11 | |Block Adv=-11 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*One of the strongest anti-air normals in the game. It doesn't have a lot of horizontal range, though, so it's best suited to beating close range jump-ins. | *One of the strongest anti-air normals in the game. It doesn't have a lot of horizontal range, though, so it's best suited to beating close range jump-ins. | ||
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|Hit Adv=KD | |Hit Adv=KD | ||
|Block Adv=+1 | |Block Adv=+1 | ||
|Property=Cancel | |Property=Kara Cancel | ||
|description= | |description= | ||
*Stronger version of 2B that's still very fast and safe. This should be your most commonly used button along with 5B. | *Stronger version of 2B that's still very fast and safe. This should be your most commonly used button along with 5B. | ||
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|Hit Adv=Air Reset | |Hit Adv=Air Reset | ||
|Block Adv=0 | |Block Adv=0 | ||
|Property=Cancel, Invuln Above Knees 1-13F, Invuln Above Waist 14-21F | |Property=Kara Cancel, Invuln Above Knees 1-13F, Invuln Above Waist 14-21F | ||
|description= * Has huge range but a slightly larger hurtbox than other dodge attacks. Overall very good. | |description= * Has huge range but a slightly larger hurtbox than other dodge attacks. Overall very good. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes"> |
Revision as of 00:53, 24 November 2024
Introduction
Pros | Cons |
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Move List
Note: Attacks that hit Axel's stomach hurtbox (when present) will do 25% more damage (rounded down)
Standing/Walking | Crouching | Jumping | Taunting |
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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 | Kara 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 | Kara Cancel | |
2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Low | 6 | 11 | 11 | 27 | KD | +1 | Kara 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 | - | - | - | / | |
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C/D | 20 | 4 | Overhead | 13 | - | 4 | - | - | - | / | |
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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
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
24~52 (4 x 6~13) | 0 | Throw | 1 | 1 | / | - | KD/Air reset | / | / | |
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 | - | |
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C | 24 (6) | 6 | Mid | 28 | 25 | 12 | 64 | KD | -19 | - | |
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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 | / | |
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C | 18xN (4xN) | 6 | / | 11, 24 ... | 4 (9) 4 ... | 12 | 39+ | +15 | +8 | / | |
Desperation Move
Axel Rush (4632149B+C)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
48 (12x2) | 4 | Mid | 27, 37, 53 | 6 (4) 10 (6) 10 | 15 | 77 | KD | -11 | / | |
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