GGACR/Axl Low: Difference between revisions

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Line 38: Line 38:
|-
|-
|}
|}
</div>
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
!| <big>Guilty Bits Character Intro</big>
!| <big>Guilty Bits Character Intro</big>
Line 59: Line 60:
|image=GGAC_Axl_5P.png
|image=GGAC_Axl_5P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=5P
{{!}}-
|damage=24, 16
{{AttackVersion|name=5P}}
|tension=5.28,2.64
{{#lsth:GGACR/Axl Low/Data|5P}}
|gb+=6x2
{{!}}-
|gb-=5x2
{{AttackVersion|name=5[P]}}
|level=2
{{#lsth:GGACR/Axl Low/Data|5[P]}}
|guard=HLF
{{!}}-
|cancel=SR
{{Description|8|text=First and foremost, this is an anti-air. Use it to catch jumps early and snag hits from other low points in a jump arc, like an IAD. It can also do things like interrupt projectile startup. Using it against a neutral grounded opponent is usually bad.
|startup=9[13]
|active=5(2)6
|recovery=10
|frameAdv=-1
|description=
}}
{{AttackData-GGACR
|header=no
|version=5[P]
|damage=24
|tension=5.28
|gb+=6
|gb-=5
|level=2
|guard=HLF
|cancel=SR
|startup=9
|active=5
|recovery=18
|frameAdv=-11
|description=First and foremost, this is an anti-air. Use it to catch jumps early and snag hits from other low points in a jump arc, like an IAD. It can also do things like interrupt projectile startup. Using it against a neutral grounded opponent is usually bad.
  }}
  }}
}}
}}
Line 96: Line 76:
|image=GGAC_Axl_5K.png
|image=GGAC_Axl_5K.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=16
{{!}}-
|tension=2.64
{{#lsth:GGACR/Axl Low/Data|5K}}
|gb+=6
{{!}}-
|gb-=7
{{Description|7|text=Axl's jab. It's pretty slow, and also you do it with the K button.
|level=2
}}
|guard=HLF
|cancel=SR
|startup=6
|active=3
|recovery=8
|frameAdv=+1
|description=Axl's jab. It's pretty slow, and also you do it with the K button.
 
}}
}}
}}
====== ======
====== ======
Line 117: Line 88:
|image=GGAC_Axl_cS.png
|image=GGAC_Axl_cS.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=28
{{!}}-
|tension=3.84
{{#lsth:GGACR/Axl Low/Data|c.S}}
|gb+=14
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
}}
|guard=HLF
|cancel=SJR
|startup=8
|active=6
|recovery=10
|frameAdv=+1
|description=
}}
}}
}}
====== ======
====== ======
Line 137: Line 100:
|image=GGAC_Axl_fS.png
|image=GGAC_Axl_fS.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=33
{{!}}-
|tension=2.64
{{#lsth:GGACR/Axl Low/Data|f.S}}
|gb+=10
|gb-=7
|level=3
|guard=HLF
|cancel=SR
|startup=9
|active=5
|recovery=19
|frameAdv=-10
|description=
 
}}
}}
}}
====== ======
====== ======
Line 159: Line 110:
|image=GGAC_Axl_5H.png
|image=GGAC_Axl_5H.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=42
{{!}}-
|tension=3.84
{{#lsth:GGACR/Axl Low/Data|5H}}
|gb+=20
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
}}
|guard=HLF
|cancel=SR
|startup=16
|active=4
|recovery=17
|frameAdv=-2
|description=
 
}}
}}
}}
====== ======
====== ======
Line 180: Line 122:
|image=GGAC_Axl_6P.png
|image=GGAC_Axl_6P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=32
{{!}}-
|tension=2.64
{{#lsth:GGACR/Axl Low/Data|6P}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
}}
|guard=HLF
|cancel=SJR
|startup=9
|active=2
|recovery=17
|frameAdv=-5
|description=
 
}}
}}
}}
====== ======
====== ======
Line 201: Line 134:
|image=GGAC_Axl_6K.png
|image=GGAC_Axl_6K.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=6K
{{!}}-
|damage=28,22
{{AttackVersion|name=6K}}
|tension=3.84x2
{{#lsth:GGACR/Axl Low/Data|6K}}
|gb+=14,10
{{!}}-
|gb-=4,5
{{AttackVersion|name=6[K]}}
|level=4,3
{{#lsth:GGACR/Axl Low/Data|6[K]}}
|guard=HLF
{{!}}-
|cancel=SJR
{{Description|8|text=
|startup=13[17]
}}
|active=5(2)8
|recovery=19
|frameAdv=-9
|description=
 
}}
{{AttackData-GGACR
|header=no
|version=6[K]
|damage=28
|tension=3.84
|gb+=14
|gb-=4
|level=4
|guard=HLF
|cancel=SJR
|startup=13
|active=5
|recovery=29
|frameAdv=-17
|description=
}}
}}
}}
====== ======
====== ======
Line 239: Line 150:
|image=GGAC_Axl_6H.png
|image=GGAC_Axl_6H.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=46
{{!}}-
|tension=3.84
{{#lsth:GGACR/Axl Low/Data|6H}}
|gb+=20
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
}}
|guard=HA
|cancel=R
|startup=23
|active=9
|recovery=0+9 Landing
|frameAdv=+1
|description=
}}
}}
}}
====== ======
====== ======
Line 259: Line 162:
|image=GGAC_Axl_5D.png
|image=GGAC_Axl_5D.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=20
{{!}}-
|tension=3.84
{{#lsth:GGACR/Axl Low/Data|5D}}
|gb+=11
{{!}}-
|gb-=20
{{Description|7|text=
|level=4
|guard=HF
|cancel=R
|startup=28
|active=6
|recovery=15
|frameAdv=-4
|description=
 
}}
}}
}}
====== ======
{{MoveData
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|image=GGAC_Axl_6P.png
|data=
{{AttackData-GGACR
|damage=25
|tension=2.64
|gb+=10
|gb-=7
|level=3
|guard=any
|cancel=R
|startup=17
|active=4
|recovery=8
|frameAdv=+2
|description=
}}
}}
}}
====== ======
====== ======
Line 301: Line 174:
|image=GGAC_Axl_2P.png
|image=GGAC_Axl_2P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=2P
{{!}}-
|damage=22,18
{{AttackVersion|name=2P}}
|tension=5.28,2.64
{{#lsth:GGACR/Axl Low/Data|2P}}
|gb+=5,6
{{!}}-
|gb-=4x2
{{AttackVersion|name=2[P]}}
|level=2
{{#lsth:GGACR/Axl Low/Data|2[P]}}
|guard=LF,HLF
{{!}}-
|cancel=SR
{{Description|8|text=
|startup=12[16]
}}
|active=5(2)8
|recovery=10
|frameAdv=-4
|description=
}}
{{AttackData-GGACR
|header=no
|version=2[P]
|damage=22
|tension=5.28
|gb+=5
|gb-=4
|level=2
|guard=LF
|cancel=SR
|startup=12
|active=5
|recovery=20
|frameAdv=-13
|description=
 
}}
}}
}}
====== ======
====== ======
Line 339: Line 190:
|image=GGAC_Axl_2K.png
|image=GGAC_Axl_2K.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=9
{{!}}-
|tension=1.44
{{#lsth:GGACR/Axl Low/Data|2K}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
}}
|guard=LF
|cancel=SR
|startup=7
|active=5
|recovery=6
|frameAdv=-1
|description=
 
}}
}}
}}
====== ======
====== ======
Line 360: Line 202:
|image=GGAC_Axl_2S.png
|image=GGAC_Axl_2S.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=2S
{{!}}-
|damage=28,22
{{AttackVersion|name=2S}}
|tension=5.28,2.64
{{#lsth:GGACR/Axl Low/Data|2S}}
|gb+=10,6
{{!}}-
|gb-=5,4
{{AttackVersion|name=2[S]}}
|level=3,2
{{#lsth:GGACR/Axl Low/Data|2[S]}}
|guard=HLF
{{!}}-
|cancel=SJR
{{Description|8|text=
|startup=8[17]
}}
|active=9,6
|recovery=12
|frameAdv=-2
|description=
 
}}
{{AttackData-GGACR
|header=no
|version=2[S]
|damage=28
|tension=5.28
|gb+=10
|gb-=5
|level=3
|guard=HLF
|cancel=SJR
|startup=8
|active=15
|recovery=12
|frameAdv=-13
|description=
 
}}
}}
}}
====== ======
====== ======
Line 399: Line 218:
|image=GGAC_Axl_2H.png
|image=GGAC_Axl_2H.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=2H
{{!}}-
|damage=30,20
{{AttackVersion|name=2H}}
|tension=3.84x2
{{#lsth:GGACR/Axl Low/Data|2H}}
|gb+=11x2
{{!}}-
|gb-=4
{{AttackVersion|name=2[H]}}
|level=4
{{#lsth:GGACR/Axl Low/Data|2[H]}}
|guard=LF
{{!}}-
|cancel=RF
{{Description|8|text=
|startup=11[17]
}}
|active=8,6
|recovery=16
|frameAdv=-5
|description=
}}
{{AttackData-GGACR
|header=no
|version=2[H]
|damage=30
|tension=3.84
|gb+=11
|gb-=4
|level=4
|guard=LF
|cancel=RF
|startup=11
|active=14
|recovery=16
|frameAdv=-13
|description=
}}
}}
}}
====== ======
====== ======
Line 436: Line 234:
|image=GGAC_Axl_3P.png
|image=GGAC_Axl_3P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=3P
{{!}}-
|damage=24,11
{{AttackVersion|name=3P}}
|tension=2.64, ??
{{#lsth:GGACR/Axl Low/Data|3P}}
|gb+=8, ??
{{!}}-
|gb-=7, ??
{{AttackVersion|name=3[P]}}
|level=2
{{#lsth:GGACR/Axl Low/Data|3[P]}}
|guard=LF, ??
{{!}}-
|cancel=SR
{{Description|8|text=One of the few instances where holding the button is often worth it. The second hit will screw up your best confirm from a counterhit, so if you can predict you're going to stuff something, you can give yourself more time to confirm by holding the button, and go into 5H, instead of something lower-damage.
|startup=11[17]
}}
|active=4(2)3
|recovery=7
|frameAdv=+2
|description=
}}
{{AttackData-GGACR
|header=no
|version=3[P]
|damage=24
|tension=2.64
|gb+=8
|gb-=7
|level=2
|guard=LF
|cancel=SR
|startup=11
|active=4
|recovery=12
|frameAdv=-4
|description=One of the few instances where holding the button is often worth it. The second hit will screw up your best confirm from a counterhit, so if you can predict you're going to stuff something, you can give yourself more time to confirm by holding the button, and go into 5H, instead of something lower-damage.
 
}}
}}
}}
====== ======
====== ======
Line 474: Line 250:
|image=GGAC_Axl_2D.png
|image=GGAC_Axl_2D.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=2.64
{{#lsth:GGACR/Axl Low/Data|2D}}
|gb+=8
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
}}
|guard=LF
|cancel=SR
|startup=9
|active=10
|recovery=12
|frameAdv=-8
|description=
 
}}
}}
}}
====== ======
====== ======
Line 495: Line 262:
|image=GGAC_Axl_jP.png
|image=GGAC_Axl_jP.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=10
{{!}}-
|tension=1.44
{{#lsth:GGACR/Axl Low/Data|j.P}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
}}
|guard=HA
|cancel=SR
|startup=7
|active=4
|recovery=9
|frameAdv=
|description=
 
}}
}}
}}
====== ======
====== ======
Line 516: Line 274:
|image=GGAC_Axl_jK.png
|image=GGAC_Axl_jK.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=18
{{!}}-
|tension=2.64
{{#lsth:GGACR/Axl Low/Data|j.K}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
}}
|guard=HA
|cancel=SJR
|startup=8
|active=8
|recovery=12
|frameAdv=
|description=
 
}}
}}
}}
====== ======
====== ======
Line 537: Line 286:
|image=GGAC_Axl_jS.png
|image=GGAC_Axl_jS.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=j.S
{{!}}-
|damage=23,16
{{AttackVersion|name=j.S}}
|tension=2.64x2
{{#lsth:GGACR/Axl Low/Data|j.S}}
|gb+=10x2
{{!}}-
|gb-=4
{{AttackVersion|name=j.[S]}}
|level=3
{{#lsth:GGACR/Axl Low/Data|j.[S]}}
|guard=HA,all
{{!}}-
|cancel=SR
{{Description|8|text=
|startup=11[15]
}}
|active=5(2)9
|recovery=9
|frameAdv=
|description=
 
}}
{{AttackData-GGACR
|header=no
|version=j.[S]
|damage=28
|tension=2.64
|gb+=10
|gb-=4
|level=3
|guard=HA
|cancel=SR
|startup=11
|active=5
|recovery=20
|frameAdv=
|description=
 
}}
}}
}}
====== ======
====== ======
Line 576: Line 302:
|image=GGAC_Axl_jH.png
|image=GGAC_Axl_jH.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=38
{{!}}-
|tension=2.64
{{#lsth:GGACR/Axl Low/Data|j.H}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
}}
|guard=HA
|cancel=SR
|startup=10
|active=12
|recovery=9
|frameAdv=
|description=
 
}}
}}
}}
====== ======
====== ======
Line 597: Line 314:
|image=GGAC_Axl_jD.png
|image=GGAC_Axl_jD.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=44
{{!}}-
|tension=2.64
{{#lsth:GGACR/Axl Low/Data|j.D}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
}}
|guard=HA
|cancel=SR
|startup=10
|active=6
|recovery=18+5 after landing
|frameAdv=
|description=
 
}}
}}
}}
====== ======
====== ======
Line 618: Line 326:
|image=GGAC_Axl_j6P.png
|image=GGAC_Axl_j6P.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=j.6P
{{!}}-
|damage=17,11
{{AttackVersion|name=j.6P}}
|tension=2.64x2
{{#lsth:GGACR/Axl Low/Data|j.6P}}
|gb+=6x2
{{!}}-
|gb-=4,5
{{AttackVersion|name=j.6[P]}}
|level=3
{{#lsth:GGACR/Axl Low/Data|j.6[P]}}
|guard=HA
{{!}}-
|cancel=SR
{{Description|8|text=
|startup=7[13]
}}
|active=6(2)3
|recovery=14
|frameAdv=
|description=
 
}}
{{AttackData-GGACR
|header=no
|version=j.6[P]
|damage=17
|tension=2.64
|gb+=6
|gb-=4
|level=3
|guard=HA
|cancel=SR
|startup=7
|active=6
|recovery=18
|frameAdv=
|description=
 
}}
}}
}}
<br clear=all/>
<br clear=all/>


== Throws ==
== Universal Mechanics ==
====== ======
====== ======
{{MoveData
{{MoveData
Line 660: Line 345:
|image=GGAC_Axl_throw.png
|image=GGAC_Axl_throw.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=50
{{!}}-
|tension=4.00
{{#lsth:GGACR/Axl Low/Data|Ground Throw}}
|gb+=
{{!}}-
|gb-=6
{{Description|7|text=
|level=
}}
|guard=45 pixels
|cancel=
|startup=
|active=
|recovery=
|frameAdv=
|description=
 
}}
}}
}}
====== ======
====== ======
Line 681: Line 357:
|image=GGAC_Axl_airThrow.png
|image=GGAC_Axl_airThrow.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=60
{{!}}-
|tension=4.00
{{#lsth:GGACR/Axl Low/Data|Air Throw}}
|gb+=
{{!}}-
|gb-=6
{{Description|7|text=
|level=
}}
|guard=88 pixels
}}
|cancel=
====== ======
|startup=
{{MoveData
|active=
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|recovery=
|image=GGAC_Axl_6P.png
|frameAdv=
|data=
|description=
{{AttackDataHeader-GGACR}}
 
{{!}}-
}}
{{#lsth:GGACR/Axl Low/Data|DAA}}
{{!}}-
{{Description|7|text=
}}
}}
}}
<br clear=all/>
<br clear=all/>
Line 705: Line 384:
|image=GGAC_Axl_BentenGari.png
|image=GGAC_Axl_BentenGari.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=S
{{!}}-
|damage=46
{{AttackVersion|name=S}}
|tension=1.50/4.80
{{#lsth:GGACR/Axl Low/Data|623S}}
|gb+=14
{{!}}-
|gb-=19
{{AttackVersion|name=H}}
|level=4
{{#lsth:GGACR/Axl Low/Data|623H}}
|guard=HLF
{{!}}-
|cancel=RF
{{Description|8|text=
|startup=4
}}
|active=4
|recovery=31
|frameAdv=-18
|description=
 
}}
{{AttackData-GGACR
|header=no
|version=H
|damage=36,24
|tension=1.75/4.80x2
|gb+=20x2
|gb-=6x2
|level=5
|guard=HLF
|cancel=R
|startup=9
|active=4(4)1(2)1
|recovery=33
|frameAdv=-18
|description=
 
}}
}}
}}
====== ======
====== ======
Line 745: Line 401:
|image=GGAC_Axl_AxlBomberUp.png
|image=GGAC_Axl_AxlBomberUp.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=1.75/2.40
{{#lsth:GGACR/Axl Low/Data|623H > 623H}}
|gb+=
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
}}
|guard=F
|cancel=R
|startup=13
|active=4
|recovery=45+10 Landing
|frameAdv=
|description=
 
}}
}}
}}
====== ======
====== ======
Line 767: Line 414:
|image=GGAC_Axl_Rensen.png
|image=GGAC_Axl_Rensen.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=20x3
{{!}}-
|tension=1.00/1.20x3
{{#lsth:GGACR/Axl Low/Data|[4]6S}}
|gb+=0
{{!}}-
|gb-=8
{{Description|7|text=
|level=5
}}
|guard=HLF
|cancel=F
|startup=12
|active=1x12
|recovery=39
|frameAdv=-15
|description=
 
}}
}}
}}
====== ======
====== ======
Line 789: Line 427:
|image=GGAC_Axl_Kyokusa.png
|image=GGAC_Axl_Kyokusa.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=35
{{!}}-
|tension=-/1.20
{{#lsth:GGACR/Axl Low/Data|[4]6S > 8}}
|gb+=20
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
}}
|guard=HLF
|cancel=
|startup=1
|active=12
|recovery=40
|frameAdv=-18
|description=
 
}}
}}
}}
====== ======
====== ======
Line 811: Line 440:
|image=GGAC_Axl_Sensa.png
|image=GGAC_Axl_Sensa.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=26x5
{{!}}-
|tension=-/2.40x5
{{#lsth:GGACR/Axl Low/Data|[4]6S > 2}}
|gb+=8x5
{{!}}-
|gb-=7x5
{{Description|7|text=
|level=3
}}
|guard=LF
|cancel=R
|startup=7
|active={2(5)}x4,2
|recovery=17
|frameAdv=-5
|description=
 
}}
}}
}}
====== ======
====== ======
Line 833: Line 453:
|image=GGAC_Axl_Rashou.png
|image=GGAC_Axl_Rashou.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Normal
{{!}}-
|damage=1,80
{{AttackVersion|name=Attack|subtitle=[4]6H}}
|tension=3/1.20x2
{{#lsth:GGACR/Axl Low/Data|[4]6H }}
|gb+=
{{!}}-
|gb-=6x2
{{AttackVersion|name=Feint|subtitle=Rashou Sen -> P}}
|level=5
{{#lsth:GGACR/Axl Low/Data|[4]6H > P}}
|guard=Unblockable
{{!}}-
|cancel=
{{Description|8|text=
|startup=27
}}
|active=
|recovery=30
|frameAdv=
|description=
 
}}
{{AttackData-GGACR
|header=no
|version=Feint<div><small>Rashou Sen -> P</small></div>
|damage=
|tension=3.00/-
|gb+=
|gb-=
|level=
|guard=
|cancel=
|startup=
|active=
|recovery=Total:12
|frameAdv=
|description=
}}
}}
}}
====== ======
====== ======
Line 871: Line 468:
|name=Tenhou Seki  
|name=Tenhou Seki  
|input=214P/K
|input=214P/K
|image=GGAC_Axl_TenhouSekiP.png
|image=GGAC_Axl_TenhouSekiP.png |imageSize=180x180px
|image2=GGAC_Axl_TenhouSekiK.png
|image2=GGAC_Axl_TenhouSekiK.png |imageSize2=180x180px
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=P
{{!}}-
|damage=60
{{AttackVersion|name=P}}
|tension=-/1.20
{{#lsth:GGACR/Axl Low/Data|214P}}
|gb+=
{{!}}-
|gb-=12,6
{{AttackVersion|name=K}}
|level=5
{{#lsth:GGACR/Axl Low/Data|214K}}
|guard=
{{!}}-
|cancel=
{{Description|8|text=
|startup=
}}
|active=
}}
|recovery=Total 31
|frameAdv=
|description=


}}
{{AttackData-GGACR
|header=no
|version=K
|damage=60
|tension=-/1.20
|gb+=
|gb-=12,6
|level=5
|guard=
|cancel=
|startup=
|active=
|recovery=Total:31
|frameAdv=
|description=
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 914: Line 489:
|image=GGAC_Axl_Hachisubako.png
|image=GGAC_Axl_Hachisubako.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=40
{{!}}-
|tension=-/7.20
{{#lsth:GGACR/Axl Low/Data|623P}}
|gb+=
{{!}}-
|gb-=6
{{Description|7|text=
|level=3
}}
|guard=HLF
|cancel=R
|startup=20
|active=3
|recovery=22
|frameAdv=-11
|description=
 
}}
}}
}}


Line 937: Line 503:
|image=GGAC_Axl_RaieiSagekiS.png
|image=GGAC_Axl_RaieiSagekiS.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=45
{{!}}-
|tension=2.00/4.80
{{#lsth:GGACR/Axl Low/Data|63214S}}
|gb+=20
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
}}
|guard=HA
|cancel=RF
|startup=28
|active=4
|recovery=13+6 Landing
|frameAdv=-4
|description=
 
}}
}}
}}
====== ======
====== ======
Line 959: Line 516:
|image=GGAC_Axl_RaieiSagekiH.png
|image=GGAC_Axl_RaieiSagekiH.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=20x3
{{!}}-
|tension=1.00/1.20x3
{{#lsth:GGACR/Axl Low/Data|63214H}}
|gb+=10x3
{{!}}-
|gb-=7x3
{{Description|7|text=
|level=3
}}
|guard=HA
|cancel=R
|startup=See Comments
|active=
|recovery=43
|frameAdv=
|description=
 
}}
}}
}}
====== ======
====== ======
Line 981: Line 529:
|image=GGAC_Axl_AxlBomberDown.png
|image=GGAC_Axl_AxlBomberDown.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=60
{{!}}-
|tension=2.00/4.80
{{#lsth:GGACR/Axl Low/Data|j.623H}}
|gb+=20
{{!}}-
|gb-=10
{{Description|7|text=
|level=5
}}
|guard=All
|cancel=RF
|startup=17
|active=Till Landing
|recovery=18
|frameAdv=0
|description=
 
}}
}}
}}
====== ======
====== ======
Line 1,003: Line 542:
|image=GGAC_Axl_KokuuGeki.png
|image=GGAC_Axl_KokuuGeki.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=40
{{!}}-
|tension=2.00/1.20
{{#lsth:GGACR/Axl Low/Data|j.63214S}}
|gb+=20
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
}}
|guard=HLF
|cancel=F
|startup=7
|active=19
|recovery=Landing + 12
|frameAdv=
|description=
 
}}
}}
}}
<br clear=all/>
<br clear=all/>
Line 1,027: Line 557:
|image=GGAC_Axl_Shiranami.png
|image=GGAC_Axl_Shiranami.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=18x2,50
{{!}}-
|tension=
{{#lsth:GGACR/Axl Low/Data|623P > 421D}}
|gb+=10x3
{{!}}-
|gb-=10,10,6
{{Description|7|text=
|level=3,3,4
}}
|guard=HLFx2, All
|cancel=R
|startup=7+0
|active=9,9(13)4
|recovery=37
|frameAdv=-49
|description=
 
}}
}}
}}
====== ======
====== ======
Line 1,049: Line 570:
|image=GGAC_Axl_AxlBomberUp.png
|image=GGAC_Axl_AxlBomberUp.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=60
{{!}}-
|tension=
{{#lsth:GGACR/Axl Low/Data|j.623D}}
|gb+=20
{{!}}-
|gb-=9
{{Description|7|text=
|level=5
}}
|guard=All
|cancel=R
|startup=9
|active=4
|recovery=24
|frameAdv=
|description=
 
}}
}}
}}


Line 1,072: Line 584:
|input=[4]6D
|input=[4]6D
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=52
{{!}}-
|tension=
{{#lsth:GGACR/Axl Low/Data|[4]6D}}
|gb+=??
{{!}}-
|gb-=??
{{Description|7|text=
|level=5
}}
|guard=HLF
|cancel=
|startup=5
|active=12
|recovery=30
|frameAdv=-8
|description=
}}
}}
}}
<br clear=all/>
<br clear=all/>
Line 1,094: Line 598:
|image=GGAC_Axl_Byakue.png
|image=GGAC_Axl_Byakue.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=50x2,20x5
{{!}}-
|tension=
{{#lsth:GGACR/Axl Low/Data|2363214H}}
|gb+=20x2,10x5
{{!}}-
|gb-=6x7
{{Description|7|text=
|level=5
}}
|guard=HLF
|cancel=R
|startup=14+1
|active=4,4(19)13
|recovery=41
|frameAdv=-14
|description=
 
}}
}}
}}
<br clear=all/>
<br clear=all/>
Line 1,117: Line 612:
|image=GGAC_Axl_IK.png
|image=GGAC_Axl_IK.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=Fatal
{{!}}-
|tension=
{{#lsth:GGACR/Axl Low/Data|IK}}
|gb+=20
{{!}}-
|gb-=
{{Description|7|text=
|level=
}}
|guard=HL
|cancel=
|startup=13+15
|active=37
|recovery=3
|frameAdv=-6
|description=
 
}}
}}
}}
<br clear=all/>
<br clear=all/>

Revision as of 21:16, 24 April 2019

Axl Low
GGAC Axl Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run

Overview

Axl is a dork, and you'll love him all the more for it. Based off of Guns and Roses' own Axl Rose, Axl is a British Goofball who has easily the highest range in the game.

Jumping against Axl is suicide, since he can cover most of the entire screen with normals that cover a huge amount of the stage. He has an unblockable attack, two crossup attacks, two counters, a super armor move, and surprising damage potential for a character who's built for range when he's near the corner. Rensengeki is a good projectile that works for pressure and combos, eating through other projectiles and has two followups, one for catching jump attempts and the other for tacking on damage and knockdown. He can bait reversal options with his counters and some of his long ranged normals (3P in particular). However, when opponents are in Axl's face, there's very little he can do about it. His super is easy to bait, his Dead Angle is slow, and Hachisubako (super armor DP-esque move) is easy to see coming and counter. If you like keeping the pressure on from a bit far away, Axl might just be the character for you.

Strengths and Weaknesses

Strengths Weaknesses
  • Massive reach.
  • Easily works around most of the cast's zoning games.
  • High damage output in and near the corner.
  • Has an unblockable.
  • Several tools for baiting reversals.
  • Very easy to combo.
  • Poor reversal options.
  • Pokes are slow and situational.
  • Mixup is subpar.
Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/N6IIghe5_Os

}}

Move List

Normals

Note: Startup value in [ ] indicates Startup of the weapon's tip.
Axl can hold the attack button to do a single hit version of his long-range normals
5P
GGAC Axl 5P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P


5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24, 16 Mid 9 [13] 5(2)6 10 -1 2 6×2 5×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SR 11 12 16, 21 12
GGAC Axl 5P.png
GGXXACPR Axl 5P-1-Hitbox.pngGGXXACPR Axl 5P-2-Hitbox.pngGGXXACPR Axl 5P-3-Hitbox.pngGGXXACPR Axl 5P-4-Hitbox.pngGGXXACPR Axl 5P-5-Hitbox.pngGGXXACPR Axl 5P-6-Hitbox.pngGGXXACPR Axl 5P-7-Hitbox.pngGGXXACPR Axl 5P-8-Hitbox.png
1st hit (Frame 9) • 1st hit (Frame 10) • 1st hit (Frame 11) • 1st hit (Frame 12) • 1st hit (Frame 13) • 2nd hit (Frames 16-17) • 2nd hit (Frames 18-19) • 2nd hit (Frames 20-21)
•2nd hit pulls in opponent on hit
5[P]


5[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 9 5 18 -11 2 6 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SR 11 12 16 12
GGAC Axl 5P.png
•Axl is in CH state during move

First and foremost, this is an anti-air. Use it to catch jumps early and snag hits from other low points in a jump arc, like an IAD. It can also do things like interrupt projectile startup. Using it against a neutral grounded opponent is usually bad.

5K
GGAC Axl 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 6 3 8 +1 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 11 12 12 12
GGAC Axl 5K.png
GGXXACPR Axl 5K-Hitbox.png


Axl's jab. It's pretty slow, and also you do it with the K button.

c.S
GGAC Axl cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 8 6 10 +1 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Axl cS.png
GGXXACPR Axl cS-1-Hitbox.pngGGXXACPR Axl cS-2-Hitbox.png
Frames 8-9 • Frames 10-13


f.S
GGAC Axl fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 Mid 9 5 19 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl fS.png
Left hook
GGXXACPR Axl fS-Hitbox.png
•Staggers opponent on ground CH (max 35F)
•In CH state for first 3 recovery frames
5H
GGAC Axl 5H.png
Totally not an overhead
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 16 4 17 -2 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Axl 5H.png
GGXXACPR Axl 5H-1-Hitbox.pngGGXXACPR Axl 5H-2-Hitbox.png
Frames 16-17 • Frames 18-19
•Groundbounces on CH (untechable for 34F)


6P
GGAC Axl 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 9 2 17 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~10F Upper Body SJR 13 14 14 13
GGAC Axl 6P.png
GGXXACPR Axl 6P-Hitbox.png
•Blows back opponent on aerial hit
•Floats and blows back opponent on CH


6K
GGAC Axl 6K.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K


6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28, 22 Mid 13 [17] 5(2)8 19 -9 4, 3 14, 10 4, 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 16, 13 17, 14 16, 14 14, 13
GGAC Axl 6K.png
Prepare the Surface-to-Air Missile
GGXXACPR Axl 6K-1-Hitbox.pngGGXXACPR Axl 6K-2-Hitbox.pngGGXXACPR Axl 6K-3-Hitbox.pngGGXXACPR Axl 6K-4-Hitbox.pngGGXXACPR Axl 6K-5-Hitbox.png
1st hit (Frame 13)
2nd hit (Frames 26-27) • 1st hit (Frame 14)
2nd hit (Frames 24-25) • 1st hit (Frame 15)
2nd hit (Frames 22-23) • 1st hit (Frame 16)
2nd hit (Frames 20-21) • 1st hit (Frame 17)
•In CH state for first 3 recovery frames
6[K]


6[K]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 13 5 29 -17 4 14 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Axl 6K.png
GGXXACPR Axl 6K-1-Hitbox.pngGGXXACPR Axl 6K-2-Hitbox.pngGGXXACPR Axl 6K-3-Hitbox.pngGGXXACPR Axl 6K-4-Hitbox.pngGGXXACPR Axl 6K-5-Hitbox.png
•Blows back opponent on aerial CH (untechable for 64F)
•In CH state for first 13 recovery frames
6H
GGAC Axl 6H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46 High/Air 23 9 9 after landing +1 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% R 18 19 24 15
GGAC Axl 6H.png
The Great British Pressure Reset
GGXXACPR Axl 6H-1-Hitbox.pngGGXXACPR Axl 6H-2-Hitbox.png
Frames 23-26 • Frames 27-31
•Axl is airborne 11~31F, not in CH state during 1~10F
•Hits crouching opponents on 27F (tested on Sol)
•In crouching state during recovery when gatling'd from crouching normal


5D
GGAC Axl 5D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High 28 6 15 -4 4 11 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 17~27F Foot R 16 Launch 48 16 14
GGAC Axl 5D.png
GGXXACPR Axl 5D-1-Hitbox.pngGGXXACPR Axl 5D-2-Hitbox.png
Frames 28-30 • Frames 31-33


2P
GGAC Axl 2P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P


2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22, 18 Low, Mid 12 [16] 5(2)8 10 -4 2 5, 6 4×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SR 11 12 12 12
GGAC Axl 2P.png
GGXXACPR Axl 2P-1-Hitbox.pngGGXXACPR Axl 2P-2-Hitbox.pngGGXXACPR Axl 2P-3-Hitbox.pngGGXXACPR Axl 2P-4-Hitbox.pngGGXXACPR Axl 2P-5-Hitbox.png
1st hit (Frame 12)
2nd hit (Frames 25-26) • 1st hit (Frame 13)
2nd hit (Frames 23-24) • 1st hit (Frame 14)
2nd hit (Frames 21-22) • 1st hit (Frame 15)
2nd hit (Frames 19-20) • 1st hit (Frame 16)
•2nd hit pulls opponent in on hit or block
2[P]


2[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 Low 12 5 20 -13 2 5 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SR 11 12 12 12
GGAC Axl 2P.png
GGXXACPR Axl 2P-1-Hitbox.pngGGXXACPR Axl 2P-2-Hitbox.pngGGXXACPR Axl 2P-3-Hitbox.pngGGXXACPR Axl 2P-4-Hitbox.pngGGXXACPR Axl 2P-5-Hitbox.png
•Axl is in CH state during move
2K
GGAC Axl 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 Low 7 5 6 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% 3~15F Low Profile SR 9 10 10 11
GGAC Axl 2K.png
It looks like he does the trollface
GGXXACPR Axl 2K-1-Hitbox.pngGGXXACPR Axl 2K-2-Hitbox.png
Frames 7-9 • Frames 10-11


2S
GGAC Axl 2S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S


2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28, 22 Mid 8 [17] 9,6 12 -2 3, 2 10, 6 5, 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SJR 13, 11 14, 12 14, 20 13, 12
GGAC Axl 2S.png
No, you can't jump there either
GGXXACPR Axl 2S-1-Hitbox.pngGGXXACPR Axl 2S-2-Hitbox.pngGGXXACPR Axl 2S-3-Hitbox.pngGGXXACPR Axl 2S-4-Hitbox.pngGGXXACPR Axl 2S-5-Hitbox.pngGGXXACPR Axl 2S-6-Hitbox.pngGGXXACPR Axl 2S-7-Hitbox.pngGGXXACPR Axl 2S-8-Hitbox.png
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•2nd hit pulls opponent in on hit
•In CH state for first 4 recovery frames
2[S]


2[S]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 8 15 12 -13 3 10 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SJR 13 14 14 13
GGAC Axl 2S.png
GGXXACPR Axl 2S-1-Hitbox.pngGGXXACPR Axl 2S-2-Hitbox.pngGGXXACPR Axl 2S-3-Hitbox.pngGGXXACPR Axl 2S-4-Hitbox.pngGGXXACPR Axl 2S-5-Hitbox.pngGGXXACPR Axl 2S-6-Hitbox.pngGGXXACPR Axl 2S-7-Hitbox.pngGGXXACPR Axl 2S-8-Hitbox.png
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•Untechable for 20F if it hits from 10F Active frames and onwards
•In CH state for first 4 recovery frames
2H
GGAC Axl 2H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H


2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 20 Low 11 [17] 8,6 16 -5 4 11×2 4, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 RF 16 Stagger 45, Stagger 35 16 14 11~12F
GGAC Axl 2H.png
GGXXACPR Axl 2H-1-Hitbox.pngGGXXACPR Axl 2H-2-Hitbox.pngGGXXACPR Axl 2H-3-Hitbox.pngGGXXACPR Axl 2H-4-Hitbox.png
1st hit (Frames 11-12)
2nd hit (Frames 23-24) • 1st hit (Frames 13-14)
2nd hit (Frames 21-22) • 1st hit (Frames 15-16)
2nd hit (Frames 19-20) • 1st hit (Frames 17-18)
•2nd hit pulls opponent in on hit or block
•First hit staggers for max 45F on normal hit and second one for max 35F on normal hit
2[H]


2[H]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 11 14 16 -13 4 11 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 16 Stagger 45 16 14 11~12F
GGAC Axl 2H.png
GGXXACPR Axl 2H-1-Hitbox.pngGGXXACPR Axl 2H-2-Hitbox.pngGGXXACPR Axl 2H-3-Hitbox.pngGGXXACPR Axl 2H-4-Hitbox.png
•Axl is in CH state during move
3P
GGAC Axl 3P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
3P


3P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24, 11 Low, Mid 11 4(2)3 7 +2 2 5, 6 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 11 12 12 12
GGAC Axl 3P.png
GGXXACPR Axl 3P-1-Hitbox.pngGGXXACPR Axl 3P-2-Hitbox.png
1st/2nd hit
(Frames 11-14, 17-18) • Frame 19
•In CH state for first 3 recovery frames
3[P]


3[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Low 11 4 12 -4 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 11 12 12 12
GGAC Axl 3P.png
GGXXACPR Axl 3P-1-Hitbox.png
•Launches and knocks down opponent on ground CH
•In crouching state during move
•In CH state for first 8 recovery frames

One of the few instances where holding the button is often worth it. The second hit will screw up your best confirm from a counterhit, so if you can predict you're going to stuff something, you can give yourself more time to confirm by holding the button, and go into 5H, instead of something lower-damage.

2D
GGAC Axl 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 9 10 12 -8 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Down 14 14
GGAC Axl 2D.png
GGXXACPR Axl 2D-1-Hitbox.pngGGXXACPR Axl 2D-2-Hitbox.pngGGXXACPR Axl 2D-3-Hitbox.pngGGXXACPR Axl 2D-4-Hitbox.png
Frames 9-10 • Frames 11-13 • Frames 14-15 • Frames 16-18


j.P
GGAC Axl jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 7 4 9 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Axl jP.png
The only punch..kinda...not really....
GGXXACPR Axl jP-Hitbox.png


j.K
GGAC Axl jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 8 8 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 20 13
GGAC Axl jK.png
GGXXACPR Axl jK-Hitbox.png
•Blows back opponent on air hit


j.S
GGAC Axl jS.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S


j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23, 16 High/Air, All 11 [15] 5(2)9 9 3 8, 10 4, 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 13 14 14 13
GGAC Axl jS.png
GGXXACPR Axl jS-1-Hitbox.pngGGXXACPR Axl jS-2-Hitbox.pngGGXXACPR Axl jS-3-Hitbox.pngGGXXACPR Axl jS-4-Hitbox.png
1st hit (Frame 11)
2nd hit (Frames 23-25) • 1st hit (Frame 12)
2nd hit (Frames 20-22) • 1st hit (Frame 13)
2nd hit (Frames 17-19) • 1st hit (Frames 14-15)
•2nd hit pulls in opponent on hit or block
j.[S]


j.[S]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23 High/Air 11 5 20 3 8 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl jS.png
GGXXACPR Axl jS-1-Hitbox.pngGGXXACPR Axl jS-2-Hitbox.pngGGXXACPR Axl jS-3-Hitbox.pngGGXXACPR Axl jS-4-Hitbox.png
•Axl is in CH state during move
j.H
GGAC Axl jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 High/Air 10 12 9 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl jH.png
GGXXACPR Axl jH-1-Hitbox.pngGGXXACPR Axl jH-2-Hitbox.pngGGXXACPR Axl jH-3-Hitbox.pngGGXXACPR Axl jH-4-Hitbox.png
Frames 10-12 • Frames 13-15 • Frames 16-18 • Frames 19-21


j.D
GGAC Axl jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 10 6 18+5 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 20 13
GGAC Axl jD.png
YAHOO
GGXXACPR Axl jD-Hitbox.png
•Blows back opponent on hit


j.6P
GGAC Axl j6P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.6P


j.6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17, 11 High/Air 7 [12] 6(2)3 14 3 8×2 4, 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 13 14 14 13
GGAC Axl j6P.png
GGXXACPR Axl j6P-1-Hitbox.pngGGXXACPR Axl j6P-2-Hitbox.pngGGXXACPR Axl j6P-3-Hitbox.pngGGXXACPR Axl j6P-4-Hitbox.pngGGXXACPR Axl j6P-5-Hitbox.png
1st hit (Frame 7) • 1st hit (Frame 8) • 1st hit (Frames 9-10)
2nd hit (Frame 17) • 1st hit (Frame 11)
2nd hit (Frames 15-16) • 1st hit (Frame 12)
•2nd hit pulls opponent in on hit or block
j.6[P]


j.6[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17 High/Air 7 6 19 3 6 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl j6P.png
GGXXACPR Axl j6P-1-Hitbox.pngGGXXACPR Axl j6P-2-Hitbox.pngGGXXACPR Axl j6P-3-Hitbox.pngGGXXACPR Axl j6P-4-Hitbox.pngGGXXACPR Axl j6P-5-Hitbox.png


Universal Mechanics

Ground Throw
GGAC Axl throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 45 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down + GBounce
GGAC Axl throw.png
•Sends opponent on opposite side of throw direction


Air Throw
GGAC Axl airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Axl airThrow.png
•Sends opponent on opposite side of throw direction


Dead Angle Attack
GGAC Axl 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 17 4 8 +2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~20F All
21~24F Throw
25~28F Upper Body
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Axl 6P.png
This WILL whiff and you WILL regret it
GGXXACPR Axl 6P-Hitbox.png



Specials

Benten Gari
623S/H
GGAC Axl BentenGari.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


623S
S Benten Gari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46 Mid 4 4 31 -18 4 14 19
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/4.80 90% 1~4F Above Feet
1~6F Throw
RF 16 Launch 28 16 14 6~8F
GGAC Axl BentenGari.png
"Benten Reaper"
GGACR Axl 623S Hitbox 1.pngGGACR Axl 623S Hitbox 2.png
623S (Frames 4-5) • 623S (Frames 6-7)
H


623H
H Benten Gari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36, 24 Mid 9 4(4)1(2)1 33 -18 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.75/4.80×2 1~8F Lower Body
9~10F Front Leg
1~10F Throw
R 18 Launch 30 15
GGAC Axl BentenGari.pngGGAC Axl 623H.png
623H 1st hit is the same as 623S • 623H 2nd hit comes out automatically
GGACR Axl 623H Hitbox 1.pngGGACR Axl 623H Hitbox 2.pngGGACR Axl 623H Hitbox 3.pngGGACR Axl 623H Hitbox 4.png
623H: 1st hit (Frames 9-10) • 623H: 1st hit (Frames 11-12) • 623H: 2nd hit (Frame 17) • 623H: 2nd hit (Frame 19)
•Max 2 hits
•Frame Adv -26 when opponent blocks only first hit
•In CH state 1~25F
•Can cancel into Followup Axl Bomber 31~33F
Continue to Axl Bomber
H Benten Gari -> 623H
GGAC Axl AxlBomberUp.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623H > 623H
Followup Axl Bomber
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 14 4 45+10 after landing 5 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 R 18 Launch 60 15
GGAC Axl AxlBomberUp.png
GGACR Axl j623D Hitbox.png
•Axl is airborne 4F onwards
•Axl is in CH state until landing
•Can cancel into Kokuu Geki on hit or block 14~25F


Rensen Geki
[4]6S
GGAC Axl Rensen.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6S
Rensen Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 Mid 12 1×12 39 -15 5 6×3 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20×3 F 18 Launch 36 15 15~16F
GGAC Axl Rensen.png
GGACR Axl 46S Hitbox.png
First active is inside Axl
•Axl is in CH state 1~40F
•Can cancel into Kyokusa Geki or Sensa Geki on 41F
•Must charge back for at least 30F to perform Rensen Geki
•Max 3 hits
•Projectile, disappears if Axl gets hit


Kyokusa Geki
Rensen Geki -> 8 or 9
GGAC Axl Kyokusa.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6S > 8
Kyokusa Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 Mid 1 12 40 -18 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 18 Launch 41 15
GGAC Axl Kyokusa.png
GGACR Axl 46D Hitbox.png
First and last hitboxes
•Projectile, disappears if Axl gets hit
•No CH state during move


Sensa Geki
Rensen Geki -> 2 or 3
GGAC Axl Sensa.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6S > 2
Sensa Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26×5 Low 7 {2(5)}×4,2 17 -5 3 8×5 7×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/2.40×5 R 13 Launch 34 6
GGAC Axl Sensa.png
GGACR Axl 46S2 Hitbox 1.pngGGACR Axl 46S2 Hitbox 2.png
Active frame 1 • Active frame 2


Rashou Sen
[4]6H
GGAC Axl Rashou.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Attack
[4]6H


[4]6H
Rashou Sen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
1, 80 Unblockable 27 28 34 5 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20×2 18 Launch Down 15
GGAC Axl Rashou.png
GGACR Axl 46H Hitbox.png
•Axl is in CH state 1~79F
•2nd hit has Dizzy modifier x0
•Must charge back for at least 30F to perform Rashou Sen
•Can cancel to Rashou Sen Feint 25~27F
•Rashou Sen cannot be performed when the opponent is knocked down or in sliding state
Feint
Rashou Sen -> P


[4]6H > P
Rashou Sen Feint
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Axl Rashou.png
•Fastest possible Feint is 36F
Tenhou Seki
214P/K
GGAC Axl TenhouSekiP.png
GGAC Axl TenhouSekiK.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


214P
P Tenhou Seki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Total 31 5 12, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.90 Forced 65% 4~17F Catch High Launch Down 15
GGAC Axl TenhouSekiP.png
GGACR Axl 214P Hitbox.png
P
•Cannot counter projectiles
K


214K
K Tenhou Seki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Total 31 5 12, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.90 Forced 65% 4~17F Catch Low Launch Down 15
GGAC Axl TenhouSekiK.png
GGACR Axl 214K Hitbox.png
K
•Cannot counter projectiles
•In crouching state 4~17F
Hachisubako
623P
GGAC Axl Hachisubako.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623P
Hachisubako
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 20 3 22 -11 3 10 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 90% 1~13F High Guardpoint R 13 Launch 25 13
GGAC Axl Hachisubako.png
GGACR Axl 623P Hitbox.png
•Will move during hitstop
•Axl is in CH state 16~22F
•Can cancel into Shiranami no Homura 17~23F


S Raiei Sageki
63214S
GGAC Axl RaieiSagekiS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214S
S Raiei Sageki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 High/Air 28 4 13+6 after landing -4 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 90% RF 18 Launch 58 + Slide 45 15 26~28F
GGAC Axl RaieiSagekiS.png
GGACR Axl 63214S Hitbox.png
•Axl is airborne 4F onwards


H Raiei Sageki
63214H
GGAC Axl RaieiSagekiH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214H
H Raiei Sageki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 High/Air See notes Until landing 43 3 8×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20×3 Recovery: 1~15F All
Recovery: 16~23F Low Profile
R 13 Launch 35 6
GGAC Axl RaieiSagekiH.png
GGACR Axl 63214H Hitbox.png
•Axl is airborne 7F onwards
•Holding H delays startup (max delayed Startup: 106F)
•Fastest startup to hit standing opponent is 50F (tested on Sol)
•Max 3 hits


Axl Bomber
j.623H
GGAC Axl AxlBomberDown.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.623H
Axl Bomber
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 17 Until Landing 18 after landing 0 5 20 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 Forced 90% RF 18 Launch 40 + GBounce 15 1~4F after landing
GGAC Axl AxlBomberDown.png
GGACR Axl j623H Hitbox.png


Kokuu Geki
j.63214S
GGAC Axl KokuuGeki.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.63214S
Kokuu Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 7 19 Until Landing+12 5 20 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 F 18 Launch 40 15 32~34F
GGAC Axl KokuuGeki.png
GGACR Axl j63214S Hitbox.png
Hitbox stays just outside of green effects
•Has minimum height requirement
•In CH state 1~43F



Force Breaks

Shiranami no Homura
Hachisubako -> 421D
GGAC Axl Shiranami.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623P > 421D
Shiranami no Homura
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×2, 50 Mid×2, All 7+0 9,9(13)4 37 -49 3×2, 4 10×3 10×2, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~6F Strike R 13×2, 14 Launch 60×2, 45 13, 6, 14
GGAC Axl Shiranami.png
GGACR Axl 421D Hitbox 1.pngGGACR Axl 421D Hitbox 2.pngGGACR Axl 421D Hitbox 3.pngGGACR Axl 421D Hitbox 4.pngGGACR Axl 421D Hitbox 5.pngGGACR Axl 421D Hitbox 6.png
1st hit (Frames 7-12) • 1st hit (Frames 13-15) • 2nd hit (Frames 16-18) • 2nd hit (Frames 19-21) • 2nd hit (Frames 22-24) • 3rd hit (Frames 38-41)
•Will move during hitstop
•In CH state for first 7 recovery frames


FB Axl Bomber
j.623D
GGAC Axl AxlBomberUp.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.623D
FB Axl Bomber
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 9 4 24 5 20 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~5F All
6~20F Throw
R 18 Launch 58 15
GGAC Axl AxlBomberUp.png
Doin' it oldschool
GGACR Axl j623D Hitbox.png
•Axl is in CH state during move


FB Kyokusa Geki
[4]6D
GGAC Axl Kyokusa.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6D
FB Kyokusa Geki
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
52 Mid 8 12 30 -8 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24 80% 18 Launch 27 15
GGAC Axl Kyokusa.png
For when you can't get the FRC
GGACR Axl 46D Hitbox.png
First and last hitboxes
•Disappears if Axl is hit
•Axl is in CH state 1~29F



Overdrives

Byakue Renshou
2363214H
GGAC Axl Byakue.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2363214H
Byakue Renshou
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50×2, 20×5 Mid 14+1 4,4(19)13 41 -14 5 20×2, 10×5 6×7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~16F All
17~18F Throw
R 18 Launch 60 7×2, 15×5
GGAC Axl Byakue-1.pngGGAC Axl Byakue-2.png
GGACR Axl 2363214H Hitbox 1.pngGGACR Axl 2363214H Hitbox 2.pngGGACR Axl 2363214H Hitbox 3.png
1st hit (Frames 15-18) • 2nd hit (Frame 19-22) • Second part (max range)
•Axl is in CH state during move
•Spinning part: chip damage x2
•Straight line part: projectile, disappears if Axl gets hit



Instant Kill

Rensen Ougi: Midare Gami
in IK Mode: 236236H
GGAC Axl IK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability


Navigation

To edit frame data, edit values in GGACR/Axl Low/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.