Introduction
Previously a boss character in FF2, the heavyweight boxer Axel Hawk is made playable in Special and given a retooled moveset. In boxing terms, Axel's fighting style is closest to the out-boxer, heavily relying on long-range moves and good positioning to counter the opponent's attacks. He's one of the trickier characters to play, often requiring good reads to deal big damage, but can be deadly in the right hands.
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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 (CD)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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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.
Hell Bomber (6D)
Head Crush (4D)
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 | / | / | |
Rolling Buster (9D)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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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
Strategy
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.
Matchups
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
3.5 - 6.5
Throwing Tornadoes from a distance unfortunately won't get you very far as Billy has several projectile-destroying specials, so it's better to work your way in. Billy's strong pokes and massive reach don't make things easy, but you can counter his long range moves with a dodge attack if your reads are on point. Once you're close enough, try to score a knockdown with 2D and pressure him with Axel Dance.
This matchup is guaranteed to be 1 lane only, so lane switching is not an option for either player. Landing a CD here will give you massive frame advantage and bring Billy to the brink of getting stunned, so it's a move worth going for.
Vs. Cheng Sinzan
4 - 6
You'll have to watch out for Cheng's balloon as it can easily hit you if you get too carried away throwing projectiles. On block, you can punish it with 5B cancelled into Tornado, or 5D (possibly the only worthwhile use for this button?). Use 2B and 2D a lot, as they can beat Cheng's Hagan Geki.
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
Kind of like a mirror match, but the other side is on steroids. Joe's Hurricane Upper is almost identical to Axel's Tornado, but with one key difference: Joe recovers much faster, so out-spamming him in a projectile war is impossible and you have to somehow get close to deal damage. Axel does have one advantage, though: his pokes have better reach. Try to find that sweet spot where Joe can't safely throw projectiles out of fear of getting hit, but can't reach you with his normals either and keep pressuring him with your long-range 5B and 2D pokes.
Vs. Jubei Yamada
4 - 6
Not quite as bad as you'd expect. Dodge attack works wonders here and allows you to get past Jubei's zoning if your timing is on point. Axel's jump attacks can beat Jubei's usual low profile AA buttons, so jumps carry slightly less risk here than usual. 2B and 2D are perfect pokes for this matchup.
Vs. Kim Kaphwan
3.5 - 6.5
You better have lightning fast reflexes. Kim's too fast for you to pin down, so this matchup is about reacting to whatever Kim does and choosing your moves accordingly. Throwing projectiles at Kim in neutral is always a huge risk due to his divekick, so use Tornado Upper with extreme caution. Axel's CD is great for punishing divekick attempts, but it's a bit too slow to consistently use on reaction, so be prepared to throw out a lot of anti-airs pre-emptively. On ground, 2D and dodge attack work best to counter Kim's pokes. Don't let your guard down even if you have a big life lead, as Kim can melt your lifebar away with a single super if it hits your weak point, boosting its already huge damage by 25%.
Vs. Laurence Blood
4 - 6
Tornado Upper does a decent job at keeping Laurence away, but you'll need to watch out for his Bloody Cutter as it can punish your projectiles even from full screen. Dodge attack beats most of Laurence's key moves, but loses to his slide kick; use 2B/2D against slides. Laurence's anti-airs are mediocre at best, so jumps against him don't carry a lot of risk.
Vs. Mai Shiranui
4.5 - 5.5
Similar to the Jubei matchup. Mastering the use of Axel's amazing dodge attack is essential to winning here, as it allows you to get past Mai's projectile defense. Once you're close enough to hit her with your 2D and 5B pokes, the matchup is in your favor. Avoid excessive jumping as Mai's anti-air damage is terrifying.
Vs. Ryo Sakazaki
Vs. Terry Bogard
4 - 6
Power Wave beats dodge attacks, so sooner or later you'll have to jump if you want to get past Terry's projectiles; pick your timing carefully as Terry's got a plethora of solid anti-airs. You'll ideally want to stay in mid range where you can poke with 5B and 2D, but Terry's fastest normals can't reach you.
Vs. Tung Fu Rue
6 - 4
Tung at close range is deadly, so play it safe and keep him out at all costs. This is one of the matchups where throwing Tornadoes is relatively safe, so abuse them as much as possible. Backstep to safety if Tung gets too close for comfort, but try to avoid getting cornered.
Vs. Wolfgang Krauser
4 - 6
Tornado Upper won't help you much in neutral as Krauser can easily counter it with a high Blitzball, so work your way in past Krauser's defense with well timed dodge attacks and jumps. You'll have the advantage up close where your 2B/2D will beat all of Krauser's main pokes. Krauser has no invulnerable reversal, so try going for close range Axel Dance if you get a knockdown to deal big chip damage.