GGXRD-R2/Axl Low/Frame Data

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 Axl Low


Glossary

How do I read frame data?

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

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

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

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

For more values, see GGXRD-R2/Frame Data


System Data

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

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 28 10 7 Mid 2 S 264 7 6 19 -11
5K 16 6 7 Mid 1 S 264 6 3 12 -3
c.S 28 14 6 Mid 3 SJ 384 7 6 10 +1
f.S 33 -7/+10 Mid 2 S 264 9 3 22 -11
5H 42 20 6 Mid 4 S 384 16 4 17 -2
5D 25 14 20 Initial: 80% High 3 384 26 6 15 -4 17-25 Foot
6P 32 10 7 Mid 2 SJ 264 9 3 16 -5 1-11 Upper Body
6K 22,18 14, 10 4, 6 Mid,Mid 3,2 SJ 384,264 11 5(2)8 15 -5
6H 46 20 6 Initial: 80% High / Air 4 384 23 9 9 +1 11-31 Airborne
2P 24 10 7 Low 2 S 264 12 6 18 -10
2K 9 3 8 Initial: 70% Low 0 S 144 7 5 6 -1 3-15 Low Profile
2S 22,18 10, 6 4, 6 Mid 2,1 SJ 528,264 8 9,6 15 -5
2H 22,18 10, 14 7, 4 Initial: 90%, 100% Low,Mid 2,3 S 264,384 13 8,6 19 -8
2D 30 10 7 Low 2 S 264 8 10 12 -8
3P 24 10 7 Low 2 S 264 11 4 8 +2
j.P 10 3 8 High / Air 0 CS 144 7 4 9
j.K 18 10 7 High / Air 2 SJ 264 8 8 12
j.S 16,12 10×2 4, 6 High / Air, All 2 S 264×2 11 8,8 9
j.H 38 10 7 High / Air 2 S 264 10 12 9
j.D 40 10 7 High / Air 2 S 264 10 2 22 + 5 Landing Recovery
j.6P 24 10 7 Mid 2 S 264 7 6 14
j.6K 24, 18 10×2 7, 6 High / Air 2 S 264 9 6,3 12
j.2S 16 10 4 High / Air 2 S 264 13 14 9

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,50 NA 6, 0 Forced: 50% Ground Throw: 78750 0 480 1 +71
Air Throw Air Throw 0,60 NA 6, 0 Forced: 65% Air Throw: 192500 0 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 9 2 17 -5 1-20F Full
21-24F Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1-Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1-50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
[4]6S Sickle Flash 20×3 10 9 Initial: 80% Mid 4 250 / 120×3 13 12(3 Hit) 37 -13
[4]6S > 8 Melody Chain 35 20 6 Mid 4 0 / 120 1 12 35 -13
[4]6S > 2 Spinning Chain Strike 26×5 10 7 Low 2 0 / 240×5 7 [2(5)]×4,2 17 -5
623S Artemis Hunter 46 10 7 Initial: 90% All 2 200 / 480 9 6 35 -27 1-11 Full
623K Thunder Shadow Chain 45 20 6 High / Air 4 200 / 480 28 4 13+3 After Landing +1 4-Airborne
41236H Spindle Spinner 0,0,80 NA 0, 0, 16 Forced: 70% Ground Throw 0,4 300 / 0,480 27 20 38 +34
214P P Heaven Can Wait (Mid) 0,80 NA 0, 20 Forced: 70% 0,4 120 / 0,720 Total 34 +60 4-19 Mid and High Guard Point
214K K Heaven Can Wait (Low) 0,80 NA 0, 20 Forced: 70% 0,4 112 / 0,720 Total 29 +60 4-19 Low Guard Point
j.623H Axl Bomber 50 20 7 All 4 200 / 480 9 4 10 After Landing
214H Sparrowhawk Stance 150 / 0 Maximum 188
214H > P High 40 10 7 Forced: 80% All 2 50 / 240 23+4 16 27
214H > K Mid 32 10 7 Forced: 80% All 2 50 / 240 23+5 19 26 -21
214H > S Low 24 10 7 Forced: 80% [Forced: 70%] All 2 50 / 240 23+8 21 16 -16
214H > H Cancel Total 28

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
2363214H Sickle Storm 50×2,30×5
[62×2, 37×5]
20×2, 10×5 -6×7 Mid 4 -5000 / 0 14+1 4,4(22)2×6 36 -4 1-16 Full
17-18 Throw
214214S Shark Strike 20,42 20 6 Forced: 85% Mid,All 4 -5000 / 0 3+2 11(8)2 6 +11

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Amphora Conflagration DESTROY 14 6 All 3 9+15
[5+12]
5 32 -20 9-28 Full
[5-21] Full

Gatling Table

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


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

Navigation

 Axl Low


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