Axl is easy to learn. He’s my secondary. Give yourself a week to learn the following and you’ll have most of everything mastered:
Standard Air Combo after any launcher: j.K, dj j.H, j.D, Axl bomber
If you only want to do a single hop and not a double jump air combo to set up possible bomber loops, only do j.H, j.D, Axl Bomber. I generally never do the j.K part of it and I stick to single jump j.H j.D combos since it hits harder.
623S RC, jc j.H, j.D, 623H. Depending on the character, and how close you are to the corner…you can either do 5P, Rensengeki(explained in a sec), or if you’re close to the corner you do bomber loops.
Any time you FRC Rensengeki(the green chain move), you dash in afterwards, and my standard combo is 6P, 2S(if you have trouble doing 2S, use c.S), air combo. You have two choices on this though. Some characters you can dash in after and do 6P, 2S jc j.H, j.D, 623H, land, 5K, c.S, 6239H(TK Axl Bomber). You can do that or you can simply do a double jump combo if you’re newer to Axl and can’t pull off bomber loops consistantly.
Most damaging Axl Bomber loop in the corner after you throw the opponent is the following, and it works on most characters:
Throw in corner,(some character you might need to dash a tad) 6P, 2S/c.S jc, j.H, j.D, Axl Bomber, land 5K, c.S, TK Axl Bomber.
That is also your best option because it will down your opponent when you’re finished.
Axl bomber loops are simply getting your opponent in the corner launched and repeatedly doing 5K(optional), c.S, TK Axl Bomber. You can loop this 2-3 times before the opponent can tech.
The 5P to Rensengeki FRC option I listed above is if you’re not quite close enough to the corner to set up bomber loops. This allows you to dash in and set them up on certain characters.
Pretty much ALL of your combos, no matter which of his launchers you use, will lead to his air combo, and Axl bomber loops if you have the option. That is ALL of his combos. The only combo outside of that is that he can use 6K as anti-air, then combo 2S 6K 2S depending on where in the air they are.
Lastly, his standard combo throw mid screen would be throw, dash 5K, c.S, j.H, j.D, Axl Bomber, land, 5P, Rensengeki. That’s the highest damage option you have without doing character specific combos.
Learn to use Axl’s long range pokes, but don’t get caught using them at dumb times. They’re laggy. If you’ve played Dhalsim before, Axl is sorta similar in his long distance. Save the long distance at keeping your opponents away, and stick to his shorter moves up close. Learn to zone your opponents with 5P, 6K, 2S, 2P, 2H, j.S, j.6P. Learn to fight up close with his c.S, f.S, 5H, 6P, 2K, 2D, 623S, 5K, and any other short pokes. This is not something anyone can teach you. It will just take you time to get used to using his long range pokes and switching to close range when you can’t stop your opponent. Use all of his pokes and see what you’re comfortable with. 6K is a pretty safe option for anyone in the air since it covers such an excellent angle. 5P is NOT a very good poke overall, as it goes over a lot of dashing characters. But, it IS good for picking people off who are just starting to jump since most people don’t FD the second they jump.
Try to set up bomber loops anywhere you can. Axl’s 5K is a VERY quick poke, and it combos very well. Axl doesn’t have very good priority up close, which sucks. But it’s only fair since he has long range and high damage.
Your basic rushdown can consist of two different methods. I use the second one. You have the choice of rushing in and timing a meaty 6H(Explained in a sec), or dashing in and starting your pressure chain with 2K. Meaty 6H is basically timing Axl’s 6H so it hits at the end of the move where his sickle is pretty much on the ground. This gives you massive frame advantage and knocks the guard guage up. So you can dash up afterwards and start a pressure string. HOWEVER, this pressure has a very large drawback in some senses. If you’re facing anyone who is very good at timing DP’s/OD’s, I reccomend against using this option as you will just get creamed. I’ve had it happen countless times, which is why I don’t use 6H. You can’t fake a 6H since the animation is so slow. Even if you do it early to bait anything, the opponent can simply throw you when you land. It’s a very iffy option, so I try to stay away from it. The good part is that if your opponent attempts an OD/DP, you land a 6H CH. 6H CH leads into massive damage options. You can dash up, do 6P, c.S, 5H, Rensengeki FRC, dash 6P, 2S, air combo. That’s 250+ damage. Still, I reccomend not using it, especially against characters like Sol who, if they punish you, will gain a huge advantage on you. It’s just not worth it in that sense against Sol.
The second option, 2K, is a little sneakier. It’s a quick move, so it’s easier to fake without being punished, it leads into lots of good attack strings, and you can tick throw from it. I prefer this option because it’s easy to use/combo/fake/tick, and I just prefer it instead of the glaringly obvious 6H.
Another thing you’re going to have to learn since I don’t want to write out every single pressure string is all of the moves that cancel into each other. I can give you some examples, but there are honestly countless.
Dash in, 2K, throw on recovery
Dash in, 2K, c.S, 5H, 2D
Dash in 2K, c.S, 2H, 6H
Dash in 2K, c.S, 6H, continuation
Dash in 2K, c.S, 5H, 63214S
Those are just some small examples. You can make up your own like 3P, f.S, Rensengeki FRC, dash in 5K, 5D. There are too many to list here. Play around with all of the options. At any point in a combo you can do Rensengeki FRC and dash in to continue your pressure, but it’s 25% tension so be wise with it.
When you’re getting up, you have the option of using Axl’s OD(2363214H), or RCing his DP. RCing his DP ultimately winds up more deadly, but it can wind up trading with a lot of hits due to it’s limited vuln.(2 frames I think).
Play the long range game as long as you can and chip off their life, but don’t get stupid and toss out a laggy move. If any of them miss vs. any fastish character, you will eat a combo and okizeme.
I would write more, but I can’t think of anything at the moment. There’s lots of crap I didn’t cover and explain fully, but I just typed as I went. Ask me any questions you want to if you didn’t understand something and I’ll explain it. It’s hard to write all of this stuff online and it’s just easier to play a character how they’re meant to be played.