GGXRD-R2/Axl Low/Frame Data

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 Axl Low

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Axl Low x1.06 1 4F [100] Medium 16F (1~8F invuln) 32 25F 21F

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 2 -11 7 6 19 S 264 28 10 7 YRP
5K Mid 1 -3 6 3 12 S 264 16 6 7 YRP
c.S Mid 3 +1 7 6 10 SJ 384 28 14 6 YRP
f.S Mid 2 -11 9 3 22 S 264 33 -7/+10 YRP
5H Mid 4 -2 16 4 17 S 384 42 20 6 YRP
5D High 3 -4 26 6 15 17-25 Foot Initial: 80% 384 25 14 20 YRP
6P Mid 2 -5 9 3 16 SJ 1-11 Upper Body 264 32 10 7 YRP
6K Mid,Mid 3,2 -5 11 5(2)8 15 SJ 384,264 22,18 14, 10 4, 6 YRP
6H High / Air 4 +1 23 9 9 11-31 Airborne Initial: 80% 384 46 20 6 YRP
2P Low 2 -10 12 6 18 S 264 24 10 7 YRP
2K Low 0 -1 7 5 6 S 3-15 Low Profile Initial: 70% 144 9 3 8 YRP
2S Mid 2,1 -5 8 9,6 15 SJ 528,264 22,18 10, 6 4, 6 YRP
2H Low,Mid 2,3 -8 13 8,6 19 S Initial: 90%, 100% 264,384 22,18 10, 14 7, 4 YRP
2D Low 2 -8 8 10 12 S 264 30 10 7 YRP
3P Low 2 +2 11 4 8 S 264 24 10 7 YRP
j.P High / Air 0 7 4 9 CS 144 10 3 8 YRP
j.K High / Air 2 8 8 12 SJ 264 18 10 7 YRP
j.S High / Air, All 2 11 8,8 9 S 264×2 16,12 10×2 4, 6 YRP
j.H High / Air 2 10 12 9 S 264 38 10 7 YRP
j.D High / Air 2 10 2 22 + 5 Landing Recovery S 264 40 10 7 YRP
j.6P Mid 2 7 6 14 S 264 24 10 7 YRP
j.6K High / Air 2 9 6,3 12 S 264 24, 18 10×2 7, 6 YRP
j.2S High / Air 2 13 14 9 S 264 16 10 4 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 78750 0 +71 1 Forced: 50% 480 0,50 NA 6, 0 R
Air Throw Air Throw: 192500 0 1 Forced: 65% 480 0,60 NA 6, 0 R
DAA All 2 -5 9 2 17 1-20F Full
21-24F Throw
Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1-Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1-50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
[4]6S Mid 4 -13 13 12(3 Hit) 37 Initial: 80% 250 / 120×3 20×3 10 9 YRP
[4]6S > 8 Mid 4 -13 1 12 35 0 / 120 35 20 6 RP
[4]6S > 2 Low 2 -5 7 [2(5)]×4,2 17 0 / 240×5 26×5 10 7 RP
623S All 2 -27 9 6 35 1-11 Full Initial: 90% 200 / 480 46 10 7 R
623K High / Air 4 +1 28 4 13+3 After Landing 4-Airborne 200 / 480 45 20 6 YRP
41236H Ground Throw 0,4 +34 27 20 38 Forced: 70% 300 / 0,480 0,0,80 NA 0, 0, 16 YRP
214P 0,4 +60 Total 34 4-19 Mid and High Guard Point Forced: 70% 120 / 0,720 0,80 NA 0, 20 RP
214K 0,4 +60 Total 29 4-19 Low Guard Point Forced: 70% 112 / 0,720 0,80 NA 0, 20 RP
j.623H All 4 9 4 10 After Landing 200 / 480 50 20 7 YRP
214H Maximum 188 150 / 0 YRP
214H > P All 2 23+4 16 27 Forced: 80% 50 / 240 40 10 7 YRP
214H > K All 2 -21 23+5 19 26 Forced: 80% 50 / 240 32 10 7 YRP
214H > S All 2 -16 23+8 21 16 Forced: 80% [Forced: 70%] 50 / 240 24 10 7 YRP
214H > H Total 28 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
2363214H Mid 4 -4 14+1 4,4(22)2×6 36 1-16 Full
17-18 Throw
-5000 / 0 50×2,30×5
[62×2, 37×5]
20×2, 10×5 -6×7 YRP
214214S Mid,All 4 +11 3+2 11(8)2 6 Forced: 85% -5000 / 0 20,42 20 6 YRP

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -20 9+15
[5+12]
5 32 9-28 Full
[5-21] Full
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Axl 5P.pngGuardMidStartup7Recovery19Advantage-11 - 6K 2S - - Special, Super
2PGGXRD Axl 2P.pngGuardLowStartup12Recovery18Advantage-10 - - f.S 6H - Special, Super
6PGGXRD Axl 6P.pngGuardMidStartup9Recovery16Advantage-5 3P - c.S, f.S, 2S 5H 5D, 2D Jump, Special, Super
3PGGXRD Axl 3P.pngGuardLowStartup11Recovery8Advantage+2 - - f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD Axl 5K.pngGuardMidStartup6Recovery12Advantage-3 5P, 2P, 6P, 3P - c.S, f.S, 2S 5H 5D, 2D Special, Super
2KGGXRD Axl 2K.pngGuardLowStartup7Recovery6Advantage-1 - - c.S, f.S, 2S - 5D, 2D Special, Super
6KGGXRD Axl 6K.pngGuardMid,MidStartup11Recovery15Advantage-5 - - c.S (2nd hit), 2S 6H - Jump, Special, Super
c.SGGXRD Axl c.S.pngGuardMidStartup7Recovery10Advantage+1 5P, 2P, 6P, 3P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGXRD Axl f.S.pngGuardMidStartup9Recovery22Advantage-11 - - 2S 5H 5D Special, Super
2SGGXRD Axl 2S.pngGuardMidStartup8Recovery15Advantage-5 - - - - - Jump, Special, Super
5HGGXRD Axl 5H.pngGuardMidStartup16Recovery17Advantage-2 - - - 6H 5D, 2D Special, Super
2HGGXRD Axl 2H.pngGuardLow,MidStartup13Recovery19Advantage-8 - - - 6H 5D Special, Super
6HGGXRD Axl 6H.pngGuardHigh / AirStartup23Recovery9Advantage+1 - - - - - -
5DGGXRD Axl 5D.pngGuardHighStartup26Recovery15Advantage-4 - - - - - Homing Jump, Homing Dash
2DGGXRD Axl 2D.pngGuardLowStartup8Recovery12Advantage-8 - - - - - Special, Super


Air Gatlings
P K S H D Cancel
j.PGGXRD Axl j.P.pngGuardHigh / AirStartup7Recovery9Advantage- j.P, j.6P j.K j.S j.H j.D Special
j.6PGGXRD Axl j.6P.pngGuardMidStartup7Recovery14Advantage- - j.6K j.S - - Special
j.KGGXRD Axl j.K.pngGuardHigh / AirStartup8Recovery12Advantage- j.P, j.6P - j.S - j.D Jump, Special
j.6KGGXRD Axl j.6K.pngGuardHigh / AirStartup9Recovery12Advantage- j.P, j.6P - j.S j.H j.D Special
j.SGGXRD Axl j.S.pngGuardHigh / Air, AllStartup11Recovery9Advantage- j.P, j.6P - - j.H - Special
j.2SGGXRD Axl j.2S.pngGuardHigh / AirStartup13Recovery9Advantage- j.P, j.6P - - j.H - Special
j.HGGXRD Axl j.H.pngGuardHigh / AirStartup10Recovery9Advantage- - - - - j.D Special
j.DGGXRD Axl j.D.pngGuardHigh / AirStartup10Recovery22 + 5 Landing RecoveryAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Axl Low


To edit frame data, edit values in GGXRD-R2/Axl Low/Data.
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