GGXRD-R2/Axl Low/Frame Data

From Dustloop Wiki

System Data

Defense Modifier: x1.06
Guts Rating: 1
Weight: Medium
Stun Resistance: 60
Prejump:
Backdash Time 16F / Invul: 1-8F
Wakeup (Face Up/Down): /

Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

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 - 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 22,18 384×2 -6,-4/+14 - 3 Low,Mid - YRP 11 8,6 16 -4 - Click!
  • 2nd hit pulls in
  • Staggers opponent. Max duration 44F
  • Stagger Frame Adv: +1 to +23
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!

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 Hit: 11
Whiff: 20
-2 - 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 Hit: 11
Whiff: 20
+5 - 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 12 12(3 Hit) 39 -15 - Click!
Melody Chain
Sickle Flash > 8 or 9
35 0 / 120 -6/+20 - 4 Mid - YRP 1 12 35 -13 - Click!
Spinning Chain Strike
Sickle Flash > 2 or 3
26×5 0 / 240×5 -7/+10 - 2 Low - YRP 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
63214S
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 29 +37 4~19 Mid and High Guard Point Click!
  • Damage and Frame Adv 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 Adv 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!
  • Returns to Sparrowhawk Stance,Followup moves possible at 41F
→High
Sparrowhawk Stance > P
40 0 / 240 -7/+10 Forced: 80% 2 All - YRP 41+7 16 29 - - Click!
  • Returns to Sparrowhawk Stance
→Mid
Sparrowhawk Stance > K
32 0 / 240 -7/+10 Forced: 80% 2 All - YRP 41+7 17 24 - - Click!
  • Returns to Sparrowhawk Stance
→Low
Sparrowhawk Stance > S
24 0 / 240 -7/+10 Forced: 80% [70%] 2 All - YRP 41+11 17 29 - - Click!
  • value in [ ] is when used first? ([]内は相手ヘルファイア時のもの)
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
50×2,30×5 -5000 / 0 -6/+20x2,+10xN - 4 Mid - YRP 14+1 4,4(20)12{4 Hit} 39 -11 1~17 Full,18~19 Throw Click!
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

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, 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 - - 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 -
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 jP, j.6P - j.S j.H j.D Sp
j.2S - - - 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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