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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)