GGACR/Axl Low/Frame Data: Difference between revisions

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(→‎Gatling Table: Fixed an error saying that Axl's 2D was not special cancellable)
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Revision as of 16:23, 13 September 2019

System Data


Normal Moves

Note: Startup value in [ ] indicates Startup of the weapon's max range.

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
  • 2nd hit pulls in opponent on hit (untechable for 21F)
  • 1st hit is untechable for 16F
5[P]
  • Untechable for 16F
  • Axl is in CH state during entire move
5K
c.S
  • Upward hitbox startup is 10F
f.S
  • Staggers opponent on ground CH (Max 39F)
5H
  • Groundbounces opponent on CH (untechable for 28F)
  • Knocks down opponent on air hit (untechable for 24F)
6P
  • Upper body invincible 1~10F
  • Knocks down opponent on ground CH
  • Blows back opponent on aerial hit
  • Initial prorate 90%
6K
  • 2nd hit pulls opponent in on hit or block
  • Blows back opponent on aerial CH (untechable for 72F)
6[K]
  • Blows back opponent on aerial CH (untechable for 72F)
6H
  • Initial prorate 90%
  • Axl is airborne 11~31F
  • Untechable for 24F
  • Hits crouching opponents on 27F (tested on Sol)
  • Axl is in crouching state during Recovery (~4F)
5D
  • Foot invincible 17~27F
2P
  • 2nd hit pulls opponent in on hit or block
2[P]
  • Axl is in CH state until the move ends
2K
  • Low profile 3~15F
  • Initial prorate 70%
2S
  • 2nd hit pulls opponent in on hit (untechable for 20F)
2[S]
  • Untechable for 20F if it hits from 10F Active frames and onwards
2H
  • Staggers opponent on ground hit (max 45F)
  • 2nd hit pulls opponent in on hit or block
  • FRC timing 11~12F
2[H]
  • Axl is in CH state during recovery
3P
  • Knocks down opponent on ground CH
3[P]
  • Knocks down opponent on ground CH
2D
  • Knocks down opponent on ground hit
j.P
j.K
  • Blows back opponent on air hit (untechable for 20F)
j.S
  • 2nd hit pulls in opponent on hit or block
j.[S]
  • Axl is in CH state during the move
j.H
j.D
  • Knocks down opponent on ground hit
  • Blows back opponent on air hit (untechable for 20F)
j.6P
  • 2nd hit has startup 15F
  • 2nd hit pulls opponent in on hit or block
j.6[P]

Universal Mechanics

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
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA
  • Fully invincible 1~20F, throw invincible 21~24F, upper body invincible 25~28F
  • Wallbounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Special Moves

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 Benten Gari
623S
  • Above feet invincible 1~4F
  • Throw invincible 1~6F
  • Floats opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 90%
  • FRC timing 7~8F
H Benten Gari
623H
  • Lower body invincible 1~8F
  • Only Axl's back leg can be hit 9~10F
  • Throw invincible 1~10F
  • Floats opponent on hit (untechable for 30F)
  • Frame Adv -26 when opponent blocks low
  • Can cancel into ""Followup Axl Bomber"" 32F onwards
Followup Axl Bomber
623H > 623H
  • Axl is airborne 4F onwards
  • Floats opponent on hit (untechable for 60F)
  • Axl is in CH state while falling
  • Can cancel into ""Kokuu Geki"" on hit 14~25F
Rensen Geki
[4]6S
  • Floats opponent on hit (untechable for 36F)
  • Axl is in CH state 1~40F
  • Total duration 62F
  • FRC timing 15~16F
  • Can cancel into ""Kyokusa Geki"" or ""Sensa Geki"" from 41F onwards
  • Must charge back for at least 30F to perform Rensen Geki
  • Listed Frame Adv based on opponent blocking Rensen Geki right next to Axl
  • 3 hits max
  • Projectile
  • Disappears if Axl gets hit
Kyokusa Geki
Rensen > 8
  • Floats opponent on hit (untechable for 41F)
  • Projectile
  • Disappears if Axl gets hit
Sensa Geki
Rensen > 2
  • Knocks down opponent on hit
  • Hitstop 6F
Rashou Sen
[4]6H
  • Knocks down opponent on hit
  • Total duration 88F
  • Axl is in CH state until 79F
  • 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
Rashou Sen Feint
Rashou > P
  • Fastest possible Rashou Sen > Feint 36F
P Tenhou Seki
214P
  • Knocks down opponent on hit
  • Forced prorate 65%
  • Any non-projectile attack that can be blocked standing can be countered 4~17F
K Tenhou Seki
214K
  • Knocks down opponent on hit
  • Forced prorate 65%
  • Any non-projectile hit that can be blocked crouching can be countered 4~17F
Hachisubako
623P
  • Initial prorate 90%
  • Autoguard 1~13F
  • Opponent is frozen if autoguard is triggered ???
  • Blowbacks opponent on hit
  • Can cancel into ""Shiranami no Homura"" 2~19F
S Raiei Sageki
63214S
  • Axl is airborne 4F onwards
  • Slides opponent on hit (untechable for 58F, slides for 45F)
  • Initial prorate 90%
  • FRC timing 26~28F
H Raiei Sageki
63214H
  • During Recovery: fully invincible 1~15F, low profile 16~23F
  • Axl is airborne 7F onwards
  • Floats opponent on hit (Untechable for 35F)
  • Hitstop 6F
  • 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
  • Groundbounces opponent on hit (untechable for 50F)
  • Forced prorate 90%
  • FRC timing during landing 1~4F
Kokuu Geki
j.63214S
  • Floats opponent on hit (untechable for 40F)
  • FRC timing 34~36F
  • Has minimum height requirement

Force Breaks

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
Shiranami no Homura
Hachisubako > 421D
  • Strike invincible 1~7F
  • Knocks down opponent on hit (untechable for 45F)
  • 2nd hit has hitstop 6F
  • Attack continues even during hitstop
  • 3rd hit can be air blocked
FB Axl Bomber
j.623D
  • Fully invincible 1~5F
  • Throw invincible 6~20F
  • Floats opponent on hit (untechable for 58F)
  • Axl can move in air after Axl Bomber ends
FB Kyokusa Geki
[4]6D
  • Floats opponent on hit (Untechable for 27F)
  • Disappears if Axl is hit

Overdrives

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
Byakue Renshou
2363214H
  • Fully invincible 1~16F
  • Throw invincible 17~18F
  • Knocks down opponent on hit
  • Axl is in CH state during recovery
  • Spinning part: hitstop 7F, chip damage x2
  • Straight line part: projectile; disappears if Axl gets hit

Instant Kill

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
Rensen Ougi: Midare Gami
During IK Mode: 236236H
  • IK Mode activation: 90F
  • Strike invincible 13~18F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - 6K 2S - - Sp
2P - - f.S 6H - Sp
6P - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
3P - - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 5P, 2P, 6P, 3P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
2K - - c.S, f.S, 2S 2H 5D, 2D Sp
6K - - 2S 6H - Jump, Sp
c.S 5P, 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - - 5H 5D Sp
2S - 6K - - - Jump, Sp
5H - - - 6H 5D, 2D Sp
2H - - - 6H 5D, 2D -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.6P j.K j.S j.H j.D Sp
j.6P - - - - - Sp
j.K j.P, j.6P - j.S - j.D Jump, Sp
j.S j.P, j.6P - - j.H - Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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.