GGST/Axl Low/Frame Data
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Axl Low
Axl Low

Glossary
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 | The total duration, invincibility window and airborne duration of a backdash in frames. |
Forward Dash | The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step. |
R.I.S.C. Gain Modifier | The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Earliest Forward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed. |
Earliest Backward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed. |
Forward Air Dash Duration | The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense. |
Backward Air Dash Duration | The total duration of a backward air dash in frames, if uncanceled. |
Forward Air Dash Attack Transition | The minimum amount of frames after a forward air dash that an attack can be performed. |
Backward Air Dash Attack Transition | The minimum amount of frames after a backward air dash that an attack can be performed. |
Movement Tension Gain | The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up. |
Jumping Tension Gain | The amount of Tension gained per frame of a forward jump, and for how many frames it is gained. |
Air Dash Tension Gain | The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained. |
Walk Speed | The speed the character walks forward. |
Backwalk Speed | The speed the character walks backward. |
Initial Dash Speed | The starting speed of the character's forward dash. |
Dash Acceleration | The amount of speed gained per frame of forward dashing, prior to friction calculations. |
Friction | The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration. |
Frame Data Glossary | |
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guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. |
startup | Number of frames for this move to reach its 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 the attacker can act compared to the defender.
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. |
onHit | After getting hit by this attack, how soon the attacker can act compared to the defender.
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. |
riscGain | How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level. |
riscLoss | How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level. |
level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions. |
counter | The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large. |
invuln | Attribute and hitbox invincibility for this move. |
prorate | How much additional damage proration this attack has. There are two types of proration: Initial and Forced. |
wallDamage | The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects. |
inputTension | The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level. |
System Data
- Core Data
Name | Defense | Guts | Prejump | Weight | Backdash | Forward Dash | Unique movement options | R.I.S.C. Multiplier | Movement Tension Gain |
---|---|---|---|---|---|---|---|---|---|
Axl Low | 1.07 | 1 | 4 | Normal | 20/1~5 strike invuln/1~15 airborne | 1.1248 | 4 |
- Jump Data
Jump duration | Jump height | High Jump duration | High Jump height | Earliest airdash | Earliest air backdash | Airdash duration | Air backdash duration | Airdash cancel | Air backdash cancel | Jumping Tension Gain | Airdash Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|---|
42 | 40.95 | 49 | 56.76 | 4 | 4 | 25/19 | 12 | 18 | 6 | 2 | 4 |
Normal Moves
- Data in [] refers to max range
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
5P | 40 [52] | All | 7 | 6 | 19 | -11 | -8 | 1500 | 1500 | 2 [3] | Small | 80% | ||
5K | 30 | All | 6 | 3 | 11 | -2 | +1 | 1000 | 1000 | 1 | Small | 90% | ||
c.S | 40 | All | 8 | 6 | 12 | -1 | +2 | 2000 | 1000 | 3 | Mid | 100% | ||
f.S | 34 | All | 10 | 3 | 19 | -8 | -5 | 1500 | 1000 | 2 | Mid | 90% | ||
5H | 48 | All | 16 | 4 | 19 | -4 | -1 | 1500 | 1000 | 4 | Large | 100% | ||
2P | 30 [39] | Low | 10 | 4 | 21 | -13 | -10 | 750 | 1500 | 1 | Small | 80% | ||
2K | 26 | Low | 5 | 5 | 11 | -4 | +1 | 750 | 1000 | 1 | Small | 70% | ||
2S | 35 [45] | All | 9 | 10 | 23 | -16 | -13 | 2000 | 1000 | 3 [4] | Mid | 80% | ||
2H | 45 [58] | Low | 11 | 9 | 26 | -18 | -15 | 1500 | 1000 | 3 [4] | Large | 90% | ||
j.P | 32 [41] | High | 9 | 4 | 23 | 750 | 1000 | 1 [2] | Small | 80% | ||||
j.K | 28 | High | 8 | 3 | 16 | 750 | 1000 | 1 | Small | 80% | ||||
j.S | 32 [41] | High | 14 | 4 | 18 | 1500 | 1000 | 2 [3] | Mid | 80% | ||||
j.H | 40 [52] | High | 12 | 6 | 25 | 1125 | 1000 | 2 [3] | Mid | 80% | ||||
j.D | 44 | High | 10 | 3 | 22 | 1500 | 1000 | 3 | Mid | 80% | ||||
6P | 30 | All | 12 | 5 | 18 | -13 | +2 | 1500 | 1000 | 2 | Mid | 1~4F Upper Body 5~12F Above Knees | 90% | |
6K | 40 [52] | All | 11 | 5 | 25 | -13 | -10 | 1500 | 1000 | 3 [4] | Mid | 90% | ||
6H | 54 | High | 27 | 9 | 13 | -3 | 0 | 1875 | 1000 | 4 | Large | 80% | ||
2D | 34 | Low | 10 | 6 | 17 | -9 | HKD | 1125 | 1000 | 2 | Large | 90% | ||
5D | 45 | High | 20 | 6 | 23 | -15 | 0 | 1125 | 3000 | 2 | Mid | 80% | ||
5[D] | 56 | High | 28 | 6 | 23 | -10 | KD | 1875 | 1500 | 4 | Mid | 100% |
Special Moves
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
[4]6S | Sickle Flash | 15×3 | All | 24 | 15 | 29 | -19~-9 | KD | 200 | 1000 | 3 | Very Small | 80% | ||
[4]6S 8 | Soaring Chain Strike | 30 | All | 8 | 16 | 34 | -11 | HKD | 500 | 1000 | 3 | Mid | 80% | ||
[4]6S 2 | Spinning Chain Strike | 15×5 | Low | 7 | 36 [79] | 19 | -6 | HKD | 225×5 | 1000 | 2 | Mid | 90% | ||
[4]6S S | Winter Cherry | 40 [60] | All | 18 [22] | 10 | 24 | -3 [+10] | KD | 500 | 1000 | 3 [4] | Very Small | 80% | ||
41236H | Winter Mantis | 61 [62] | Ground Throw | 28 | 20 | 34 | HKD | 2500 | 50% | ||||||
214S | Rainwater | 40 | All | 24 | 3 | 21 | +3 | KD | 2500 | 2000 | 3 | Mid | 90% | ||
214H | Snail | 45 | All | 14 | 12 | 29 | -24 | KD | 2000 | 1000 | 3 | Mid | 100% | ||
j.214H | Snail | 45 | All | 14 | 9 | Until L+10 | -19 | KD | 2000 | 1000 | 3 | Mid | 100% | ||
j.623H | Axl Bomber | 80 | All | 9 | 10 | Until L+7 | -22 | HKD | 2500 | 1000 | 4 | Large | 100% |
Supers
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
236236H | Sickle Storm | 50×2, 20×3 | All | 11+1 | 8(24)13 | 26 | -2 | HKD | 800×2, 200 | 1000, 1000 | Mid | 1~15F All | 100% | ||
632146P | One Vision | 5+22 | |||||||||||||
632146P Attack | One Vision | All | 8+0 | 1 | 0 | 1000 | 100% |
Other
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
Ground Throw | 80 | Ground Throw | 2 | 3 | 38 | HKD +41 | 2500 | 50% | ||||||
Air Throw | 80 | Air Throw | 2 | 3 | Until L+10 | HKD | 2500 | 50% | ||||||
Dash Cancel | Total 26 |
Gatling Table
- X = X is available on hit or block

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To edit frame data, edit values in GGST/Axl Low/Data. |
Click [★] for character's full frame data
System Explanations
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
Mechanics Glossary
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Faultless Defense
- Forced Proration
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Initial Proration
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall