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. | 50F (4+43+3) 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 | - | - | - | - | - | |
Universal Mechanics
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
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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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)
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 (4632149BC)
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
The Basics
Axel's kit, with its strong projectile and slew of good anti-air moves, is geared towards defensive play and has all the necessary tools for keeping your opponent at bay. However, his Tornado Upper has more recovery than your average projectile, which means that Axel often has to switch to offense when playing against characters who can turtle better than him. This can prove challenging, as Axel's walk speed is atrocious and he doesn't have any anti-projectile tools unique to him. However, his faster than average jump and excellent Dodge Attack make up for most of his flaws and allow him to get in against even the strongest zoners in the game when used correctly.
Axel's normals are an extremely mixed bag, having both some of the best and some of the worst buttons in the game. You'll mostly be using the following moves in neutral:
- 5B: an excellent poke with good reach and a hitbox that even makes it a strong anti-air. You'll always want to cancel the move into a special both on hit and block, though, as the recovery is poor otherwise.
- CD can similarly function both as a poke and anti-air, dealing good damage especially on 1-lane stages and giving great oki on hit.
- 2D: a very fast low with good reach that gives a knockdown on hit, and can be cancelled into specials on block.
- 2C makes for a great anti-air against close range jumps.
Axel's Dodge Attack has by far the best reach in the game and properly utilizing the move is essential to his gameplan. Always do the move with a 46A input, as you might get an accidental Smash Bomber if you do it out of crouch block.
Despite not having many links at all, Axel's combo damage can be explosive up close. None of Axel's combo enders knock down on hit, though, so try to maximize the stun value of your combo and always go for an Axel Dance if you land a jump-in. The heavy version in particular will do a massive amount of stun if it hits twice (6 x 2 = 12 points of stun!). Once your opponent is dizzy, you can go for another combo or Axel's high damage 9D throw. If your jump-in gets blocked, go for light Axel Dance as it's safer and better for dealing chip damage. It's also great for okizeme as Axel can't be grabbed out of it, making it safe against just about everything except for invulnerable reversals.
Axel's super has one of the trickiest inputs in the game but it's worth mastering as the movement boost he gets from it complements his otherwise poor mobility very well. While not quite as spammable as Kim's super, for example, it can be made safe on block if done from the correct distance or if it hits meaty. It hits twice when blocked, so it makes for a good chip kill move as well.
Keep in mind that unlike other characters Axel can't throw with the C button; all of his 3 throws are performed using the D button instead. Axel's throw range is poor, but he's also a bit harder to grab than your average character.
Advanced Strategy
Close B will whiff against most opponents if they're dizzy. To make Axel's 9D throw easier to land, you can buffer it during a whiffed cl.B to avoid accidental jumps.
On Axel's stage, crouch walking past your opponent while they're knocked into the background by your Lane Blast will cause Axel's sprite to rapidly flicker left and right in a glitchy manner. It's customary to use this to style on your enemy and cause psychological damage.
Match-ups
Vs. Andy Bogard
3 - 7
Tough, as Andy can run circles around you with his high mobility. Axel is too slow to counter most of Andy's moves on reaction, so the key to winning this matchup is all about being able to read your opponent. Be prepared to throw out a lot of pre-emptive pokes to stop Andy from approaching with his Zaneiken; 2B and 2D are your best normals for that purpose. Use Tornado Upper with caution, as Andy can hit you out of its startup with a heavy Zaneiken, or fly past and punish it with Kuuha Dan. Axel's CD can be used to beat both moves, but it doesn't work as an option select as you have to time it differently depending on which move Andy uses.
Vs. Axel Hawk
5 - 5
The rare Axel mirror match plays like a game of chicken: you'll be throwing Tornadoes at each other until one side yields and decides to go for the jump-in. Keep your eyes peeled and be ready to anti-air any jump attempts.
Vs. Big Bear
6 - 4
The biggest advantage here is that Tornado Upper hits Bear's feet and thus he can't use his Giant Bomb tackle to get past your projectiles. He'll be forced to jump sooner or later, so be always prepared to anti-air and don't let him catch you off guard. Your low hitting 2B and 2D pokes are valuable here as well.
Vs. Billy Kane
3 - 7
Vs. Cheng Sinzan
4 - 6
Vs. Duck King
6 - 4
A matchup where you'll want to turtle as hard as possible and keep Duck out. Fortunately Duck can't slide past your projectiles, so he has to either jump or risk using the very unsafe Dancing Dive to beat your zoning. There's not much you can do against Duck up close, so keep your distance and backstep away when needed.
Vs. Geese Howard
3 - 7
This matchup is a pain mostly due to Geese's Shippuken, as the move is very hard for Axel to avoid and it makes throwing Tornadoes in neutral very risky. Axel's only option is to slowly waddle his way in and challenge Geese up close, which is easier said than done thanks to his excellent projectiles and strong anti-airs. Once Geese's in the range of your 2D the matchup becomes a lot more manageable. Try to score a knockdown, pressure him up close and drive him into a corner if possible.
Vs. Joe Higashi
3 - 7
Vs. Jubei Yamada
4 - 6
Vs. Kim Kaphwan
3.5 - 6.5
Vs. Laurence Blood
4 - 6
Vs. Mai Shiranui
4.5 - 5.5
Vs. Ryo Sakazaki
Vs. Terry Bogard
4 - 6
Vs. Tung Fu Rue
6 - 4
Vs. Wolfgang Krauser
4 - 6