Fatal Fury Special/Axel Hawk

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FFS Axel Portrait.png
FFS Axel Colors.png
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.

Introduction

Pros Cons
  • Best dodge attack in the game
  • Jumps are quicker than average
  • Good projectile and tons of anti-air moves
  • Decent chip damage
  • Poor mobility
  • Slow recovery on most moves
  • Somewhat weak pressure
  • Takes more damage from hits to the stomach
  • Needs lanes to compensate for bad mobility...
  • ...thus losing a match makes his rematch harder

Move List

Note: Attacks that hit Axel's stomach hurtbox (when present) will do 25% more damage (rounded down)

Standing/Walking Crouching Jumping Taunting
FFS Axel Stand.png FFS Axel Crouch.png FFS Axel Jump.png FFS Axel Jump 1.png FFS Axel Taunt.png
Prejump and jumping hurtboxes. 47F duration.

Close Standing Normals

c5A

c5A
FFS Axel c5A 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 2 Mid 6 5 7 17 +4 +5 Cancel
c5B

c5B
FFS Axel c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8*2 2*2 Mid 6, 10 4+7 8 24 +1 +4 Cancel
c5C

c5C
FFS Axel c5C 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 7 7 18 31 -1 -2 Cancel
c5D

c5D
FFS Axel c5D 3.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 6 14 23 42 -13 -14 Cancel

Far Standing Normals

f5A

f5A
FFS Axel f5A 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 6 9 6 20 +1 +2 Cancel
f5B

f5B
FFS Axel f5B 3.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 12 27 41 -23 -22 Cancel
f5C

f5C
FFS Axel f5C 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 6 9 27 41 -13 -14 /
f5D

f5D
FFS Axel f5D 3.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Mid 8 11 27 45 -15 -16 /

Crouching Normals

2A

2A
FFS Axel 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 5 6 5 15 +5 +6 Cancel
2B

2B
FFS Axel 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 5 7 8 19 +1 +2 Cancel
2C

2C
FFS Axel 2C 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Mid 8 16 18 41 -10 -11 Cancel
2D

2D
FFS Axel 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Low 6 11 11 27 KD +1 /

Air Normals

jA/B

jA
FFS Axel jA 1.png
FFS Axel jA 2.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal & Neutral Jump 8 2 Overhead, Overhead 5, 12 7 + ∞ - - - - -
  • There is no difference between jA and jB or their neutral/diagonal jump versions.
  • Can only hit once.
jC

jC
FFS Axel jA 1.png
FFS Axel jA 2.png
  • Hits twice.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal & Neutral Jump 10*2 4*2 Overhead, Overhead 5, 16 11+8 - - - - -
  • Hits twice.
jD

jD
FFS Axel jA.png
FFS Axel jA 2.png
Diagonal & Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 10*2 4*2 Overhead, Overhead 10, 21 11+8 - - - - -
  • Same as jC/j8C but has slower startup.
Neutral Jump 10*2 4*2 Overhead, Overhead 5, 16 11+8 - - - - -
  • Same as jC/j8C.

System Normals

Lane Blast

Lane Blast
C+D
FFS Axel CD Front 2.png
Front Lane
FFS Axel CD Back 2.png
Back Lane
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
  • Slower and has a much worse hitbox.
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Axel Lane Attack Front.png
Front Lane
FFS Axel Lane Attack Back.png
Back Lane
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 - - - /
  • A straight and fast lane attack.
C/D 20 4 Overhead 13 - 4 - - - /
  • A slower high angle lane attack.
Dodge Attack

Dodge Attack
6A during proximity guard
FFS Axel Dodge Attack 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 14 8 11 32 Air Reset 0 Cancel, Invuln Above Knees 1-13F, Upper-Body Invuln 14-21F
  • Has huge range but a slightly larger hurtbox than other dodge attacks. Overall very good.

Throws

All of Axel's throws have the same range.
6D Throw

Hell Bomber
close 6D
FFS Axel D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16~32 (4 * 4~8) 0 Throw 1 1 / - KD/Air reset / /
  • Hold throw. Opponent can mash to reduce hits.
4D Throw

Head Crush
close 4D
FFS Axel D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16~32 (4 * 4~8) 0 Throw 1 1 / - KD/Air reset / /
  • Hold throw. Opponent can mash to reduce hits.
  • If the opponent doesn't mash and the fight is on a one-lane stage, the opponent will be knocked into the background for additional damage (though no stun).
9D Throw

Rolling Buster
close 9D
FFS Axel 9D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24~52 (4 * 6~13) 0 Throw 1 1 / - KD/Air reset / /
  • Hold throw. Opponent can mash to reduce hits.

Special Moves

Tornado Upper (236P)

Tornado Upper
236A/C
FFS Axel 236P 6.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 15 - 43 57 -10 -13 /
  • Fireball travels slower.
C 22 (5) 6 Mid 21 - 49 69 -8 -15 /
  • Fireball travels faster.
Smash Bomber ([1]6P)

Smash Bomber
[1]6A/C
FFS Axel 16P 4.png
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 -
  • Charge time: 45F.
C 24 (6) 6 Mid 28 25 12 64 KD -19 -
  • Charge time: 60F.
Axel Dance (Mash P)

Axel Dance
Mash A/C
FFS Axel f5C 2.png
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 12*n (3*n) 3 / 7, 18, 29, 41 ... 4 (7) 4 (7) 4 (8) 2 ... 4 46+ -6 0 /
C 18*n (4*n) 6 / 11, 24 ... 4 (9) 4 ... 12 39+ +15 +8 /

Desperation Move

Axel Rush (4632149B+C)

Axel Rush
When health is flashing
4632149B+C
FFS Axel 4632149BC 5.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12*2) 4 Mid 27, 37, 53 6 (4) 10 (6) 10 15 77 KD -11 /
  • Can press BC before inputting 9 (463214BC9) to prevent an accidental jump.

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

Credit to Josh-TheFunkDOC

Special Moves

Tornado Upper

  • Quarter Circle Forward + Punch
    • His main special move, without a doubt. Its startup and recovery are very good for a projectile, almost as good as Krauser's Blitz Balls. I mainly cancel into it after certain normal moves.

Smash Bomber

  • Charge Down-Back, Forward + Punch
    • Its startup is *very* slow, but the recovery is good. Good move to use after a low D. Low D -> Dash Upper is a good tactic for getting close.

Axel Dance

  • Tap Punch repeatedly
    • This move is key to playing Axel up close. Mash the low A, and one of them will get canceled into this for nice block damage. AFAIK, this is his only special move that combos (Not sure about the dash upper). Make sure NOT TO MASH ANYMORE after the move starts, as he'll throw more punches that'll completely whiff. As you can imagine, that is a Bad Thing, and he looks like a doofus too.

Credit to Josh-TheFunkDOC

Super Move

Axel Rush

  • Back, Half Circle Back, Up-Forward + LK+HP
    • His Desperation Move. I've heard this mentioned as one of the hardest moves to do in the game, but I don't agree. For me it's slightly easier than a Raging Storm. This is a move that, unlike the Dash Upper, I can hardly find any good uses at all. Its startup is even worse than the dash upper, and there is no invincibility at any point in it. If any of it hits, the enemy is knocked down and loses about 1/3 of his life. If blocked, it will do 2 hits of block damage, no more. This is a Very Bad Thing because usually the last punch will not connect at all if the move is blocked, giving your enemy a year to figure out what to do to you.

Credit to Josh-TheFunkDOC

Combos

  • Jump C/D, cr.A > A Axel Dance

The Dance will get 2 hits if you jump from the front, or 3 hits if the combo is a crossup.

  • Close B (2 hits) > Axel Dance
  • cr.C > Smash Bomber (A)
  • Close C > Tornado Upper (A)
  • Line attack > close A > Axel Dance

The Basics

General Strategies

  • Generally, I like to play Axel at mid-range. All his far normals except the low A and C have great reach; use it. Stand B into tornado upper is one of my favorite tactics; just don't use too much against guys with invincible-at-startup DP's (i.e. The 3 heroes, Kim, Duck) or other fireball-punishers (Cheng's belly flop). Against those characters, I favor the sweep into tornado as it pushes them farther back if blocked. Don't keep using standing B against other characters though; be patient and poke with his other normals, especially the low B/D (Against Krauser and Geese, put heavy emphasis on the un-reversable low attacks). As I've told you by now, he is really lacking in speed, but makes up for it in range and priority. Playing Axel at full-screen ain't bad either. Like I said, his projectile is one of the best. If they jump, CD their ass, or do far B and cancel into tornado to continue this. Don't get too predictable with that, though, as if they jump early enough they can still get you. Against some characters like Jubei, I like to switch between mid-screen and rushdown Axel. The latter involves using jumping attacks or low D -> A Dash Upper to get close and from there pressuring with constant low A's into Axel Dance. That's pretty damned fun right there.

Credit to Josh-TheFunkDOC

Advanced Strategy

Anti-Airs

  • Axel has 5 moves that are viable anti-airs: His far B, far D, low C, CD attack, and his DM.
    • Far D: Only use this when the enemy jumps from a far distance and the damage from it will kill them. Priority is decent.
    • Low C: This works only if the enemy's right next to you because its horizontal range is zilch. Kinda sad, as the priority is excellent.
    • CD Attack: The best if they're close. I prefer far B if they jump from a distance (explained below). Except on the Billy/Axel/Laurence stages, on which this should be your one and only anti-air.
    • Far B: This is my favorite because its priority is awesome and you can cancel it into a tornado upper. They'll land right on it and be forced to block or line switch. Note that the hitbox of this move isn't as high as the others, so don't use it too early.
    • Desperation Move: As the startup on this is horrible, only use if you can psychically predict when your enemy will jump. If you actually do get it out, then it's great, as no normal will beat it.

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

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

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki