While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
A long range attack that hits upward diagonally.
It makes a good poke against airborne opponents.
However, it generally whiffs against grounded opponents.
Command Normal 3
+
An overhead attack that sends Axl toward the opponent.
As he leaps upward, it can be used to evade attacks that hit low.
It gives Axl the advantage when the end of the attack is blocked.
Special Attacks
Sickle Flash
Hold,+
An attack with an excellent range.
It travels the entire length of the screen and cancels out most opponent's projectiles, with some exceptions.
Axl can't move until the sickle returns to him.
Soaring Chain Strike
During Sickle Flash
A follow-up attack available during Sickle Flash.
Axl brings the sickle back, in an arc that can catch airborne opponents.
It's useful for when the opponent jumps over Sickle Flash.
Spinning Chain Strike
HOLD OK
Hold OK
During Sickle Flash
A follow-up attack available during Sickle Flash.
This attack is low, making it a good poke against opponents approaching from the ground.
Continuing to hold
enhances the vacuum effect.
Winter Cherry
During Sickle Flash
A follow-up attack available during Sickle Flash.
Axl follows up by making the sickle explode.
As it explodes after fully extending, it whiffs against nearby opponents.
Winter Mantis
+
An unblockable attack.
It covers the entire length of the screen, making it a safe option when the opponent is far away.
A follow-up attack can be performed when it hits at close range.
Snail
AIR OK
+
Air OK
An attack that covers a large range, starting from the front to the top of Axl's head.
Rainwater
+
Axl leaps forward, attacking the opponent's feet.
It puts space between you and the opponent while functionning as a poke.
The recovery is fast, and it leaves Axl at advantage when blocked.
However, it is weak against the opponent's jump-ins.
Axl Bomber
AIR ONLY
+
Air only
In mid-air
An attack that launches the opponent.
Follow-up attacks are possible depending on how it hits the opponent.
Overdrives
Sickle Storm
+
A powerful attack with an extremely long range.
It hits close range first before hitting far away and deals massive damage if all hits connect.
It has a fast startup and invincibility as the attack comes out.
It can be used in combos at close range.
It will also cause an Area Shift on hit in the corner.
One Vision
++
A move that temporarily freezes the opponent by controlling time.
After inputting the command to ready the move, inputting the command again releases the attack that freezes the opponent.
The initial preparation motion can be canceled into from any ground normal and special attacks.
The freezing attack can be activated in the air.