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description: A welcome improvement! Now no longer punishes you for not constantly winning.
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# Axe mechanic

Full information about axe level mechanics can be found [here](https://www.evernote.com/shard/s526/sh/0fabc237-0419-6349-5bf2-81a697347ae0/oLK14ahbbItWS652fW8VIUOQitNCRr1n484rl_KhdCGZyITVSznJBHpeXQ). Credit to Hero for putting this together!

For reference, the ranges are as follows:

| Colour | Range     | Size of range |
| ------ | --------- | ------------- |
| Grey   | 0-700     | 700           |
| Blue   | 701-1398  | 697           |
| Green  | 1399-2598 | 1199          |
| Yellow | 2599-3298 | 699           |
| Red    | 3299-4000 | 701           |

### Axe gauge

* Base axe level is now green (from blue)
  * Honestly not sure why it was blue to begin with in 1.1, adds to consistency
  * It's slightly below the middle of green (1800, "middle" of green range is 2000)
* Axe level reduction from getting hit lowered
  * Means you can take a short combo and remain in red/yellow
  * Loss of 2 per frame while in combo, but not during hitstop, now takes 5.84 seconds of being comboed to go from the top of red (4000) to yellow (3298).
* Axe gauge reduction due to time decreased
  * The natural drift downwards when above green is slower - actually means you can outpace this drift purely by whiffing moves. Not something you can do in practice but the effect is noticable.
  * Passive drift towards 1800 is 1 per frame, regardless of direction - in effect, this means you can spend 11.86 seconds in red doing nothing before it becomes yellow, if you start at the top of red (4000)
