GGXRD-R2/Axl Low/Frame Data: Difference between revisions

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(→‎Overdrives: 5 hits)
(→‎Special Moves: Correcting Rensen frame data (I counted))
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  |version=Sickle Flash |subtitle=[4]6S
  |version=Sickle Flash |subtitle=[4]6S
  |damage=20×3 |tension=250 / 120×3 |risc=-9/+10 |prorate=Initial: 80% |level=4 |guard=Mid
  |damage=20×3 |tension=250 / 120×3 |risc=-9/+10 |prorate=Initial: 80% |level=4 |guard=Mid
  |cancel= |roman=YRP |startup=12 |active=12(3 Hit) |recovery=39 |frameAdv=-15 |inv=  
  |cancel= |roman=YRP |startup=13 |active=12(3 Hit) |recovery=37 |frameAdv=-13 |inv=  
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL
  |description={{ColumnList |text=
  |description={{ColumnList |text=

Revision as of 01:30, 25 January 2019

Template:CharNav-GGXRD-R2

System Data

Defense Modifier:
Guts Rating:
Weight:
Stun Resistance:
Prejump:
Backdash Time / Invul:
Wakeup (Face Up/Down): /

Normal Moves

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P 28 264 -7/+10 - 2 Mid S YRP 7 6 19 -11 - Click!
5K 16 264 -7/+6 - 1 Mid S YRP 6 3 12 -3 - Click!
c.S 28 384 -6/+14 - 3 Mid SJ YRP 7 6 10 +1 - Click!
f.S 33 264 -7/+10 - 2 Mid S YRP 9 3 22 -11 - Click!
5H 42 384 -6/+20 - 4 Mid S YRP 16 4 17 -2 - Click!
5D 25 384 -20/+14 Initial: 80% 3 High - YRP 26 6 15 -4 17-25 Foot Click!
6P 32 264 -7/+10 - 2 Mid SJ YRP 9 3 16 -5 1-11 Upper Body Click!
6K 22,18 384,264 -4,-6/+14,+10 - 3,2 Mid,Mid SJ YRP 11 5(2)8 15 -5 - Click!
  • 2nd hit pulls in
6H 46 384 -6/+20 Initial: 80% 4 High - YRP 23 9 9 +1 11-31 Airborne Click!
2P 24 264 -7/+10 - 2 Low S YRP 12 6 18 -10 - Click!
2K 9 144 -8/+3 Initial: 70% 0 Low S YRP 7 5 6 -1 3-15 Low Profile Click!
2S 22,18 528,264 -4,-6/+10,+6 - 2,1 Mid SJ YRP 8 9,6 15 -5 - Click!
  • 2nd hit pulls in
2H 22,18 264,384 -7,-4/+10, +14 Initial: 90%, 100% 2,3 Low,Mid S YRP 13 8,6 19 -8 - Click!
  • 2nd hit pulls in
2D 30 264 -7/+10 - 2 Low S YRP 8 10 12 -8 - Click!
3P 24 264 -7/+10 - 2 Low S YRP 11 4 8 +2 - Click!
j.P 10 144 -8/+3 - 0 High / Air CS YRP 7 4 9 - - Click!
j.K 18 264 -7/+10 - 2 High / Air SJ YRP 8 8 12 - - Click!
j.S 16,12 264×2 -4,-6/+10 - 2 High / Air, All S YRP 11 8,8 9 - - Click!
  • 2nd hit pulls in
j.H 38 264 -7/+10 - 2 High / Air S YRP 10 12 9 - - Click!
j.D 40 264 -7/+10 - 2 High / Air S YRP 10 2 22 + 5 Landing Recovery - - Click!
j.6P 24 264 -7/+10 - 2 Mid S YRP 7 6 14 - - Click!
j.6K 24, 18 264 -7,-6/+10 - 2 High / Air S YRP 9 6,3 12 - - Click!
  • 2nd hit pulls in
j.2S 16 264 -4/+10 - 2 High / Air S YRP 13 14 9 - - Click!

Universal Mechanics

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw 0,50 480 -6,-0/NA Forced: 50% 0 Ground Throw: 78750 - R 1 - - +71 - Click!
  • Frame advantage listed is on successful throw
  • Stun value: 25
Air Throw 0,60 480 -6,-0/NA Forced: 65% 0 Air Throw: 192500 - R 1 - - - - Click!
  • Stun value: 30
Dead Angle Attack 25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 9 2 17 -5 1-20F Full
21-24F Throw
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1-Button release: Blitz Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 - - - 4 Mid - R 50+13 3 20 +5 1-50: Blitz Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Sickle Flash
[4]6S
20×3 250 / 120×3 -9/+10 Initial: 80% 4 Mid - YRP 13 12(3 Hit) 37 -13 - Click!
  • 30F charge time
  • Can cancel into followups 36~41F
Melody Chain
Sickle Flash > 8 or 9
35 0 / 120 -6/+20 - 4 Mid - RP 1 12 35 -13 - Click!
Spinning Chain Strike
Sickle Flash > 2 or 3
26×5 0 / 240×5 -7/+10 - 2 Low - RP 7 [2(5)]×4,2 17 -5 - Click!
Artemis Hunter
623S
46 200 / 480 -7/+10 Initial: 90% 2 All - R 9 6 35 -27 1-11 Full Click!
Thunder Shadow Chain
623K
45 200 / 480 -6/+20 - 4 High / Air - YRP 28 4 13+3 After Landing +1 4-Airborne Click!
Spindle Spinner
41236H
0,80 300 / 0,480 -0,-16/NA Forced: 70% 0,4 Ground Throw - YRP 27 20 38 +34 - Click!
Heaven Can Wait (Mid)
214P
0,80 120 / 0,720 -0,-20/NA Forced: 70% 0,4 - - RP - - Total 34 +60 4-19 Mid and High Guard Point Click!
  • Damage and Frame Advantage listed is on successful catch
Heaven Can Wait (Low)
214K
0,80 112 / 0,720 -0,-20/NA Forced: 70% 0,4 - - RP - - Total 29 +60 4-19 Low Guard Point Click!
  • Damage and Frame Advantage listed is on successful catch
Axl Bomber
j.623H
50 200 / 480 -7/+20 - 4 All - YRP 9 4 10 After Landing - - Click!
Sparrowhawk Stance
63214H
- 150 / 0 - - - - - YRP - - Maximum 188 - - Click!
  • Followup moves are possible at 23F and become unblockable at 150F
→High
Sparrowhawk Stance > P
40 50 / 240 -7/+10 Forced: 80% 2 All - YRP 23+4 16 27 - - -
  • Cancelable to other attack follow-ups on hit
→Mid
Sparrowhawk Stance > K
32 50 / 240 -7/+10 Forced: 80% 2 All - YRP 23+5 19 26 -21 - -
  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
→Low
Sparrowhawk Stance > S
24 50 / 240 -7/+10 Forced: 80% [70%] 2 All - YRP 23+8 21 16 -16 - -
  • Cancelable to other attack follow-ups on hit. Frame Advantage is measured from biggest possible range.
  • Values in [ ] are when Low is used first after entering Sparrowhawk Stance
Cancel
Sparrowhawk Stance > H
- - - - - - - YRP - - Total 28 - - Click!

Overdrives

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Sickle Storm
2363214H
[2363214D]
50×2,30×5
[62×2, 37×5]
-5000 / 0 -6/+20x2,+10xN - 4 Mid - YRP 14+1 4,4(22)12 {5 hit} 36 -4 1-16 Full
17-18 Throw
Click!
  • Values in [ ] are for Burst version
Shark Strike
214214S
20,42 -5000 / 0 -6/+20 Forced: 85% 4 Mid,All - YRP 3+2 11(8)2 6 +11 - Click!
  • 2nd hit pulls in
  • 2nd hit staggers for 69F max, frame adv between +62F~+27F

Instant Kill

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Amphora Conflagration
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+15
[5+12]
5 32 -20 9-28 Full
[5-21] Full
Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 90F [5F+5F]

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - 6K 2S - - Sp
2P - - f.S 6H - Sp
6P 3P - c.S, f.S, 2S 5H 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 5D, 2D Sp
2K - - c.S, f.S, 2S - 5D, 2D Sp
6K - - c.S, 2S 6H - Jump, Sp
c.S 5P, 2P, 6P, 3P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H 5D Sp
2S - - - - - Jump, Sp
5H - - - 6H 5D, 2D Sp
2H - - - 6H 5D Sp
6H - - - - - -
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P, j.6P j.K j.S j.H j.D 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
j.6P - j.6K j.S - - Sp
j.6K j.P, j.6P - j.S j.H j.D Sp
j.2S j.P, j.6P - - j.H - Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
  • 6K > c.S only works after 6K's second hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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