Difference between revisions of "GGReload/Axl Low/Frame Data"

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*On successful catch, Axl becomes strike inv for 15F
 
*On successful catch, Axl becomes strike inv for 15F
 
*On successful catch, for 2-19F Axl can cancel into followup super
 
*On successful catch, for 2-19F Axl can cancel into followup super
*成功後、相手はその時のヒットストップと同じ時間行動不能。
+
*On successful catch, opponent can not input moves during hitstop
 
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Latest revision as of 00:04, 13 September 2017

Ax-s.gif

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System Data[edit]

Defense Modifier: x 1.06

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 4

Backdash Time: 16

Backdash Invincibility: 1-8


Normal Moves[edit]

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

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P
32 2.6 - - 2 HLF SR 7 8 14 -10
  • Knockds down opponent on air CH
5K
16 2.6 - - 2 HLF SR 6 3 8 +1
c.S
28 3.8 - - 4 HLF SJR 7 6 10 +1
f.S
33 2.6 - - 3 HLF SR 9 3 22 -11
  • Staggers opponent on CH (max 39F)
5H
42 3.8 - - 5 HLF SR 16 4 17 -2
5D
20 3.8 - - 4 HF 26 6 15 -4
  • 17-25F Foot inv
6P
32 2.6 - - 3 HLF SJR 9 2 17 -5
  • 1-10F, 16-27F Upper body inv
  • Floats opponent on ground CH
  • Blows opponent away on air CH
6K
36 3.8 - - 4 HLF SJR 11 4 23 -13
  • Blows opponent away and knocks opponent down on air CH
6H
46 3.8 - - 5 HF R 23 9 0+9L +1
  • 11-31F Airborne
2P
28 2.6 - - 2 LF SR 11 4 18 -12
2K
9 1.4 - - 1 LF SR 7 6 6 -1

3-15F Low profile

  • Initial prorate 70%
2S
34 2.6 - - 3 HLF SJR 9 5 20 -14
2H
40 3.8 - - 5 LF RF 11 8 22 -11
  • Staggers opponent on ground hit (max 45F)
2D
30 2.6 - - 3 LF SR 7 8 12 -8
3P
24 2.6 - - 3 LF SR 11 4 8 +2
  • Knocks down opponent on hit
  • Initial prorate 50%
j.P
10 1.4 - - 1 HA SR 7 4 9 -
j.K
18 2.6 - - 3 HA SJR 8 8 12 -
  • Blows opponent away on air hit
j.S
28 2.6 - - 3 HA SR 9 7 18 -
j.H
38 2.6 - - 3 HA SR 10 12 9 -
j.D
44 2.6 - - 3 HA SR 10 6 18+5L -
  • Knocks down opponent on ground hit
j.6P
16 2.6 - - 2 HA SR 7 6 14 -
Ground Throw
50 - - - - Throw: 45 Pixels - - - - -
  • Knocks down opponent
  • Initial prorate 50%
Air Throw
60 - - - - Throw: 110 Pixels - - - - -
  • Knocks down opponent
  • Initial prorate 50%
DAA
25 2.6 - - 3 All R 17 4 8 +2
  • 1-20F Full inv
  • 21-24F Throw inv
  • 25-28F Upper body inv
  • Wall bounces opponent on hit
  • Initial prorate 50%

Special Moves[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
S Raiei Sageki
63214S
45 2.0/4.8 - - 5 HA R 28 4 19+6L -4
  • 4F onwards airborne
  • Floats opponent on hit
Raiei Sageki
63214H
20*3 1.0/1.2 - - 3 HA RF 74 28 35 -
  • 4F onwards airborne
  • 102-116F Strike inv
  • 117-124F Above knees inv
  • Knocks down opponent on hit
  • Hitstop 6F
  • Max 3 hits
S Benten Gari
623S
46 1.5/4.8 - - 4 HLF R 4 4 31 -18
  • 1-3F Full inv
  • 4-5F Throw inv
  • Floats opponent on hit
  • Initial Prorate 90%
H Benten Gari
623H
36,24 1.8/4.8 - - 5 HLF R 9 4(4)1(2)1 33 -18
  • 1-10F Throw inv
  • 32F onwards can cancel into Followup Axl Bomber
  • Floats opponent on hit
  • On crouch block, frame adv is -26F
Followup Axl Bomber
H Benten Gari > 623H
55 2.0/4.8 - - 5 All R 13 4 Until L+10 -
  • Axl is in CH state until landing
Rensen Geki
[4]6S
20*3 2.5/1.2 - - 5 HLF F 12 1*12 39 -15
  • Knocks down opponent on ground hit
  • Total 62F
  • Max 3 hits
  • 41F onwards can cancel into followup attacks
  • Must charge back for at least 30F before Rensen Geki can be used
  • Frame adv listed is when Axl and opponent are standing next to each other
Kyokusa Geki
Rensen Geki > 8
35 1.5/1.2 - - 5 HLF - 1 12 35 -13
  • Floats opponent on hit
  • Knocks down opponent on CH
Sensa Geki
Rensen Geki > 2
26*5 -/2.4 - - 3 LF R 7 2(5)*4,2 17 -5
  • Hitstop 5F
  • Knocks down opponent on hit
Rashou Sen
[4]6H
1,80 3.0/1.2 - - - Unblockable - 27 16 50 -
  • Knocks down opponent on hit
  • Dizzy modifier x0
  • Must charge back for at least 30F before Rashou Sen can be used
P Tenhou Seki
214P
110 -/1.2 - - - - - - - Total 29 -
  • 4-19F Can catch non-projectile attacks that hit high/mid
  • Knocks down opponent on hit
K Tenhou Seki
214K
110 -/1.2 - - - - - - - Totak 29 -
  • 4-19F Can catch non-projectile attacks that hit low/mid
  • Knocks down opponent on hit
Hachisubako
623P
60 -/3.8 - - 5 F R 16 3 27 -
  • Wall bounces opponent on hit
  • 2-17F Catches high/mid attacks
  • On successful catch, Axl becomes strike inv for 15F
  • On successful catch, for 2-19F Axl can cancel into followup super
  • On successful catch, opponent can not input moves during hitstop
Axl Bomber
j.623H
60 2.0/4.8 - - 5 All R 9 4 Until L+10 -
  • Knocks down opponent on ground hit
  • Axl is in CH state until landing
  • Can not be performed when close to the ground

Overdrives[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Byakue Renshou
2363214H
50*2,30*5 - - - 5 HLF 14+1 4,4(19)13 41 -14
  • 1-16F Full inv
  • 17-18F Throw inv
  • Knocks down opponent on hit
  • Axl is in CH state during recovery
  • Max 7 hits
  • Rotating hits around Axl each have hitstop 7F
Shiranami no Homura
Hachisubako Catch > 421P
30*2,50 - - - 3*2,4 HLF*2, HLA R 7+8 9,9(13)4 37 -49
  • 1-14 Strike inv
  • Floats and knocks down opponent on hit
  • 2nd hit has hitstop 6F

Instant Kill[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Rensen Ougi: Midare Gami
During IK Mode 236236H
DESTROY - - - - HL - 13+15 37 3 -6
  • IK Mode activation: 90F
  • 13-18F Strike inv

Gatling Table[edit]

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 - - - - - -


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)

Overview Button.pngCombos Button.pngStrategy Button.png

Forum Button.png FrameData Button.png


Guilty Gear XX #Reloade
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc