GGSlash/Axl Low/Frame Data

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System Data

Defense Modifier: x 1.06

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 4

Backdash Time: 16

Backdash Invincibility: 1-8


Normal Moves

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 5.3 - - 2 HLF SR 9 8 16 -12
  • Untechable for 24F on air hit
  • Hitbox fully extended on 14F
5K 16 2.6 - - 2 HLF SR 6 3 8 +1
c.S 28 3.8 - - 4 HLF SJR 8 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 R 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
  • Knocks down opponent on ground CH
6K 36 3.8 - - 4 HLF SJR 13 7 23 -13
  • Blows opponent away opponent on air CH (untechable for 64F)
  • Hitbox fully extended on 17F
6H 46 3.8 - - 5 HA R 23 9 0+9L +1
  • 11-31F Airborne
  • Hits crouching Sol on 23F
2P 28 5.3 - - 2 LF SR 12 6 18 -12
  • Hitbox fully extended on 16F
2K 9 1.4 - - 1 LF SR 7 5 6 -1

3-15F Low profile

  • Initial prorate 70%
2S 34 5.3 - - 3 HLF SJR 7 8 18 -12
2H 40 3.8 - - 5 LF RF 11 8 22 -11
  • Staggers opponent on ground hit (max 45F)
  • Hitbox fully extended on 17F
2D 30 2.6 - - 3 LF SR 9 10 12 -8
3P 24 2.6 - - 3 LF SR 11 4 8 +2
  • Knocks down opponent on hit
j.P 10 1.4 - - 1 HA SR 7 4 9 -
j.K 18 2.6 - - 3 HA SJR 8 8 12 -
  • Untechable for 20F on air hit
j.S 28 2.6 - - 3 HA SR 10 7 18 -
  • Hitbox fully extended on 14F
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 12 14 -
  • Hitbox fully extended on 13F
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
  • Untechable for 28F on ground hit

Special Moves

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
S Raiei Sageki
63214S
45 2.0/4.8 - - 5 HA RF 28 4 13+6L -4
  • 4F onwards airborne
  • Floats opponent on hit (untechable for 26F)
H Raiei Sageki
63214H
20*3 1.0/1.2 - - 3 HA RF - - 43 -
  • 7F onwards airborne
  • Strike inv during 1-15F of recovery, low profile during 16-23F of recovery
  • Floats opponent on hit (untechable for 50F)
  • Hits standing Sol on 50F
  • Hold button to delay attack, max delay version 112F
S Benten Gari
623S
46 1.5/4.8 - - 4 HLF R 5 4 31 -18
  • 1-4F Above feet inv
  • 1-6F Throw inv
  • Floats opponent on hit (untechable for 28F)
  • 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
  • Floats opponent on hit, untechable for 30F
  • On crouch block, frame adv is -28F
Followup Axl Bomber
H Benten Gari > 623H
30 2.0/2.4 - - 5 HLF R 13 4 45+10L -
  • 4F onwards airborne
  • Floats opponent on hit (untechable for 60F)
  • 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
  • Total 62F
  • 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
  • Floats opponent on hit (untechable for 36F)
Kyokusa Geki
Rensen Geki > 8
35 1.5/1.2 - - 5 HLF - 1 12 35 -13
  • Floats opponent on hit (untechable for 36F)
Sensa Geki
Rensen Geki > 2
26*5 -/2.4 - - 3 LF R 7 {2(5)}*4,2 17 -5
  • Knocks down opponent on hit
Rashou Sen
[4]6H
1, 80 3.0/1.2 - - - Unblockable - 27 16 50 -
  • Dizzy modifier x0
  • Must charge back for at least 30F before Rashou Sen can be used
P Tenhou Seki
214P
80 -/1.2 - - - - F - - Total 29 -
  • 4-19F Can catch non-projectile attacks that hit high/mid
  • Forced prorate 50%
K Tenhou Seki
214K
80 -/1.2 - - - - F - - Total 29 -
  • 4-19F Can catch non-projectile attacks that hit low/mid
  • Forced prorate 50%
Hachisubako
623P
- -/3.8 - - - - - - - Total 23 -
  • Wall bounces opponent on hit
  • 2-17F Catches high/mid attacks
  • On successful catch, immediately cancels into Hachisubako (Attack)
Hachisubako (Attack)
Hachisubako > Catch attack
60 -/3.8 - - 5 F R 16 3 27 -
  • Wall bounces opponent on hit
  • 1-15F Strike inv
  • Wall bounces opponent on hit, untechable for 120F
Axl Bomber
j.623H
60 2.0/4.8 - - 5 All R 9 4 Until L+11 -
  • Floats opponent on hit (untechable for 60F)
  • Axl is in CH state until landing
  • Can not be performed when close to the ground
Kokuu Geki
j.63214S
40 2.0/1.2 - - 5 HLF F 9 19 Until L+10 -
  • Can not be performed when close to the ground
  • Floats opponent on hit (untechable for 40F)
  • Can cancel into Axl Bomber (damage becomes 37)

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Byakue Renshou
2363214H
50*2,30*5 - - - 5 HLF R 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
Shiranami no Homura
Hachisubako Catch > 421P
30*2,50 - - - 3*2,4 HLF*2, All R 7+8 9,9(13)4 37 -49
  • 1-14 Strike inv
  • Floats opponent on hit (1st and 2nd hit untechable for 60F, 3rd hit for 120F)
  • 2nd hit has hitstop 6F

Instant Kill

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

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)

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc