GGACR/Axl Low/Data

From Dustloop Wiki
< GGACR‎ | Axl Low

Links

System Data

GGACR Axl Low Icon.png Axl Low Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Axl Low Portrait.png ×1.06 1 ×1.0 1/5F 60
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
16 1~8F 25F 21F ×1.0
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 10 25 28 4
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
41 22 1.1 5 4
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
7 49 26 1.1 5 3
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 3 2.8 7.5 0.3 100
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
7F 18 15 11 11 80
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
4F 1 2 45 88 140
Special Forwards Dash Unique Movement Options

Normal Moves

5P

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24, 16 Mid 9 [13] 5(2)6 10 -1 2 6×2 5×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SR 11 12 16, 21 12
GGAC Axl 5P.png
GGXXACPR Axl 5P-1-Hitbox.pngGGXXACPR Axl 5P-2-Hitbox.pngGGXXACPR Axl 5P-3-Hitbox.pngGGXXACPR Axl 5P-4-Hitbox.pngGGXXACPR Axl 5P-5-Hitbox.pngGGXXACPR Axl 5P-6-Hitbox.pngGGXXACPR Axl 5P-7-Hitbox.pngGGXXACPR Axl 5P-8-Hitbox.png
1st hit (Frame 9) • 1st hit (Frame 10) • 1st hit (Frame 11) • 1st hit (Frame 12) • 1st hit (Frame 13) • 2nd hit (Frames 16-17) • 2nd hit (Frames 18-19) • 2nd hit (Frames 20-21)
•2nd hit pulls in opponent on hit

5[P]

5[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 9 5 18 -11 2 6 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SR 11 12 16 12
GGAC Axl 5P.png
•Axl is in CH state during move

5K

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 6 3 8 +1 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 11 12 12 12
GGAC Axl 5K.png
GGXXACPR Axl 5K-Hitbox.png

c.S

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 8 6 10 +1 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Axl cS.png
GGXXACPR Axl cS-1-Hitbox.pngGGXXACPR Axl cS-2-Hitbox.png
Frames 8-9 • Frames 10-13

f.S

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 Mid 9 5 19 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl fS.png
Left hook
GGXXACPR Axl fS-Hitbox.png
•Staggers opponent on ground CH (max 35F)
•In CH state for first 3 recovery frames

5H

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 16 4 17 -2 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Axl 5H.png
GGXXACPR Axl 5H-1-Hitbox.pngGGXXACPR Axl 5H-2-Hitbox.png
Frames 16-17 • Frames 18-19
•Groundbounces on CH (untechable for 34F)

5D

5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High 28 6 15 -4 4 11 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 17~27F Foot R 16 Launch 48 16 14
GGAC Axl 5D.png
GGXXACPR Axl 5D-1-Hitbox.pngGGXXACPR Axl 5D-2-Hitbox.png
Frames 28-30 • Frames 31-33

6P

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 9 2 17 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~10F Upper Body SJR 13 14 14 13
GGAC Axl 6P.png
GGXXACPR Axl 6P-Hitbox.png
•Blows back opponent on aerial hit
•Floats and blows back opponent on CH

3P

3P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24, 11 Low, Mid 11 4(2)3 7 +2 2 5, 6 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 11 12 12 12
GGAC Axl 3P.png
GGXXACPR Axl 3P-1-Hitbox.pngGGXXACPR Axl 3P-2-Hitbox.png
1st/2nd hit
(Frames 11-14, 17-18) • Frame 19
•In CH state for first 3 recovery frames

3[P]

3[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Low 11 4 12 -4 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 11 12 12 12
GGAC Axl 3P.png
GGXXACPR Axl 3P-1-Hitbox.png
•Launches and knocks down opponent on ground CH
•In crouching state during move
•In CH state for first 8 recovery frames

6K

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28, 22 Mid 13 [17] 5(2)8 19 -9 4, 3 14, 10 4, 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 16, 13 17, 14 16, 14 14, 13
GGAC Axl 6K.png
Prepare the Surface-to-Air Missile
GGXXACPR Axl 6K-1-Hitbox.pngGGXXACPR Axl 6K-2-Hitbox.pngGGXXACPR Axl 6K-3-Hitbox.pngGGXXACPR Axl 6K-4-Hitbox.pngGGXXACPR Axl 6K-5-Hitbox.png
1st hit (Frame 13)
2nd hit (Frames 26-27) • 1st hit (Frame 14)
2nd hit (Frames 24-25) • 1st hit (Frame 15)
2nd hit (Frames 22-23) • 1st hit (Frame 16)
2nd hit (Frames 20-21) • 1st hit (Frame 17)
•In CH state for first 3 recovery frames

6[K]

6[K]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 13 5 29 -17 4 14 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Axl 6K.png
GGXXACPR Axl 6K-1-Hitbox.pngGGXXACPR Axl 6K-2-Hitbox.pngGGXXACPR Axl 6K-3-Hitbox.pngGGXXACPR Axl 6K-4-Hitbox.pngGGXXACPR Axl 6K-5-Hitbox.png
•Blows back opponent on aerial CH (untechable for 64F)
•In CH state for first 13 recovery frames

6H

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46 High/Air 23 9 9 after landing +1 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% R 18 19 24 15
GGAC Axl 6H.png
The Great British Pressure Reset
GGXXACPR Axl 6H-1-Hitbox.pngGGXXACPR Axl 6H-2-Hitbox.png
Frames 23-26 • Frames 27-31
•Axl is airborne 11~31F, not in CH state during 1~10F
•Hits crouching opponents on 27F (tested on Sol)
•In crouching state during recovery when gatling'd from crouching normal

2P

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22, 18 Low, Mid 12 [16] 5(2)8 10 -4 2 5, 6 4×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SR 11 12 12 12
GGAC Axl 2P.png
GGXXACPR Axl 2P-1-Hitbox.pngGGXXACPR Axl 2P-2-Hitbox.pngGGXXACPR Axl 2P-3-Hitbox.pngGGXXACPR Axl 2P-4-Hitbox.pngGGXXACPR Axl 2P-5-Hitbox.png
1st hit (Frame 12)
2nd hit (Frames 25-26) • 1st hit (Frame 13)
2nd hit (Frames 23-24) • 1st hit (Frame 14)
2nd hit (Frames 21-22) • 1st hit (Frame 15)
2nd hit (Frames 19-20) • 1st hit (Frame 16)
•2nd hit pulls opponent in on hit or block

2[P]

2[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 Low 12 5 20 -13 2 5 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SR 11 12 12 12
GGAC Axl 2P.png
GGXXACPR Axl 2P-1-Hitbox.pngGGXXACPR Axl 2P-2-Hitbox.pngGGXXACPR Axl 2P-3-Hitbox.pngGGXXACPR Axl 2P-4-Hitbox.pngGGXXACPR Axl 2P-5-Hitbox.png
•Axl is in CH state during move

2K

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 Low 7 5 6 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% 3~15F Low Profile SR 9 10 10 11
GGAC Axl 2K.png
It looks like he does the trollface
GGXXACPR Axl 2K-1-Hitbox.pngGGXXACPR Axl 2K-2-Hitbox.png
Frames 7-9 • Frames 10-11

2S

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28, 22 Mid 8 [17] 9,6 12 -2 3, 2 10, 6 5, 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28, 2.64 SJR 13, 11 14, 12 14, 20 13, 12
GGAC Axl 2S.png
No, you can't jump there either
GGXXACPR Axl 2S-1-Hitbox.pngGGXXACPR Axl 2S-2-Hitbox.pngGGXXACPR Axl 2S-3-Hitbox.pngGGXXACPR Axl 2S-4-Hitbox.pngGGXXACPR Axl 2S-5-Hitbox.pngGGXXACPR Axl 2S-6-Hitbox.pngGGXXACPR Axl 2S-7-Hitbox.pngGGXXACPR Axl 2S-8-Hitbox.png
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•2nd hit pulls opponent in on hit
•In CH state for first 4 recovery frames

2[S]

2[S]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 8 15 12 -13 3 10 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.28 SJR 13 14 14 13
GGAC Axl 2S.png
GGXXACPR Axl 2S-1-Hitbox.pngGGXXACPR Axl 2S-2-Hitbox.pngGGXXACPR Axl 2S-3-Hitbox.pngGGXXACPR Axl 2S-4-Hitbox.pngGGXXACPR Axl 2S-5-Hitbox.pngGGXXACPR Axl 2S-6-Hitbox.pngGGXXACPR Axl 2S-7-Hitbox.pngGGXXACPR Axl 2S-8-Hitbox.png
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 1st hit (Frames 12-13) • 1st hit (Frames 14-15) • 1st hit (Frame 16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•Untechable for 20F if it hits from 10F Active frames and onwards
•In CH state for first 4 recovery frames

2H

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 20 Low 11 [17] 8,6 16 -5 4 11×2 4, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 RF 16 Stagger 45, Stagger 35 16 14 11~12F
GGAC Axl 2H.png
GGXXACPR Axl 2H-1-Hitbox.pngGGXXACPR Axl 2H-2-Hitbox.pngGGXXACPR Axl 2H-3-Hitbox.pngGGXXACPR Axl 2H-4-Hitbox.png
1st hit (Frames 11-12)
2nd hit (Frames 23-24) • 1st hit (Frames 13-14)
2nd hit (Frames 21-22) • 1st hit (Frames 15-16)
2nd hit (Frames 19-20) • 1st hit (Frames 17-18)
•2nd hit pulls opponent in on hit or block
•First hit staggers for max 45F on normal hit and second one for max 35F on normal hit

2[H]

2[H]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 11 14 16 -13 4 11 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 16 Stagger 45 16 14 11~12F
GGAC Axl 2H.png
GGXXACPR Axl 2H-1-Hitbox.pngGGXXACPR Axl 2H-2-Hitbox.pngGGXXACPR Axl 2H-3-Hitbox.pngGGXXACPR Axl 2H-4-Hitbox.png
•Axl is in CH state during move

2D

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 9 10 12 -8 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Down 14 14
GGAC Axl 2D.png
GGXXACPR Axl 2D-1-Hitbox.pngGGXXACPR Axl 2D-2-Hitbox.pngGGXXACPR Axl 2D-3-Hitbox.pngGGXXACPR Axl 2D-4-Hitbox.png
Frames 9-10 • Frames 11-13 • Frames 14-15 • Frames 16-18

j.P

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 7 4 9 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Axl jP.png
The only punch..kinda...not really....
GGXXACPR Axl jP-Hitbox.png

j.6P

j.6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17, 11 High/Air 7 [12] 6(2)3 14 3 8×2 4, 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 13 14 14 13
GGAC Axl j6P.png
GGXXACPR Axl j6P-1-Hitbox.pngGGXXACPR Axl j6P-2-Hitbox.pngGGXXACPR Axl j6P-3-Hitbox.pngGGXXACPR Axl j6P-4-Hitbox.pngGGXXACPR Axl j6P-5-Hitbox.png
1st hit (Frame 7) • 1st hit (Frame 8) • 1st hit (Frames 9-10)
2nd hit (Frame 17) • 1st hit (Frame 11)
2nd hit (Frames 15-16) • 1st hit (Frame 12)
•2nd hit pulls opponent in on hit or block

j.6[P]

j.6[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17 High/Air 7 6 19 3 6 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl j6P.png
GGXXACPR Axl j6P-1-Hitbox.pngGGXXACPR Axl j6P-2-Hitbox.pngGGXXACPR Axl j6P-3-Hitbox.pngGGXXACPR Axl j6P-4-Hitbox.pngGGXXACPR Axl j6P-5-Hitbox.png

j.K

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 8 8 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 20 13
GGAC Axl jK.png
GGXXACPR Axl jK-Hitbox.png
•Blows back opponent on air hit

j.S

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23, 16 High/Air, All 11 [15] 5(2)9 9 3 8, 10 4, 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 13 14 14 13
GGAC Axl jS.png
GGXXACPR Axl jS-1-Hitbox.pngGGXXACPR Axl jS-2-Hitbox.pngGGXXACPR Axl jS-3-Hitbox.pngGGXXACPR Axl jS-4-Hitbox.png
1st hit (Frame 11)
2nd hit (Frames 23-25) • 1st hit (Frame 12)
2nd hit (Frames 20-22) • 1st hit (Frame 13)
2nd hit (Frames 17-19) • 1st hit (Frames 14-15)
•2nd hit pulls in opponent on hit or block

j.[S]

j.[S]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23 High/Air 11 5 20 3 8 4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl jS.png
GGXXACPR Axl jS-1-Hitbox.pngGGXXACPR Axl jS-2-Hitbox.pngGGXXACPR Axl jS-3-Hitbox.pngGGXXACPR Axl jS-4-Hitbox.png
•Axl is in CH state during move

j.H

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 High/Air 10 12 9 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Axl jH.png
GGXXACPR Axl jH-1-Hitbox.pngGGXXACPR Axl jH-2-Hitbox.pngGGXXACPR Axl jH-3-Hitbox.pngGGXXACPR Axl jH-4-Hitbox.png
Frames 10-12 • Frames 13-15 • Frames 16-18 • Frames 19-21

j.D

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 10 6 18+5 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 20 13
GGAC Axl jD.png
YAHOO
GGXXACPR Axl jD-Hitbox.png
•Blows back opponent on hit

Universal Mechanics

Ground Throw

Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 45 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down + GBounce
GGAC Axl throw.png
•Sends opponent on opposite side of throw direction

Air Throw

Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Axl airThrow.png
•Sends opponent on opposite side of throw direction

DAA

DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 17 4 8 +2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~20F All
21~24F Throw
25~28F Upper Body
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Axl 6P.png
This WILL whiff and you WILL regret it
GGXXACPR Axl 6P-Hitbox.png

Special Moves

623S

623S
S Benten Gari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46 Mid 4 4 31 -18 4 14 19
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/4.80 90% 1~4F Above Feet
1~6F Throw
RF 16 Launch 28 16 14 6~8F
GGAC Axl BentenGari.png
"Benten Reaper"
GGACR Axl 623S Hitbox 1.pngGGACR Axl 623S Hitbox 2.png
623S (Frames 4-5) • 623S (Frames 6-7)

623H

623H
H Benten Gari
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36, 24 Mid 9 4(4)1(2)1 33 -18 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.75/4.80×2 1~8F Lower Body
9~10F Front Leg
1~10F Throw
R 18 Launch 30 15
GGAC Axl BentenGari.pngGGAC Axl 623H.png
"Benten Reaper"
623H 1st hit is the same as 623S • 623H 2nd hit comes out automatically
GGACR Axl 623H Hitbox 1.pngGGACR Axl 623H Hitbox 2.pngGGACR Axl 623H Hitbox 3.pngGGACR Axl 623H Hitbox 4.png
623H: 1st hit (Frames 9-10) • 623H: 1st hit (Frames 11-12) • 623H: 2nd hit (Frame 17) • 623H: 2nd hit (Frame 19)
•Max 2 hits
•Frame Adv -26 when opponent blocks only first hit
•In CH state 1~25F
•Can cancel into Followup Axl Bomber 31~33F

623H > 623H

623H > 623H
Followup Axl Bomber
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 14 4 45+10 after landing 5 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 R 18 Launch 60 15
GGAC Axl AxlBomberUp.png
GGACR Axl j623D Hitbox.png
•Axl is airborne 4F onwards
•Axl is in CH state until landing
•Can cancel into Kokuu Geki on hit or block 14~25F

j.63214S

j.63214S
Kokuu Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 7 19 Until Landing+12 5 20 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20 F 18 Launch 40 15 32~34F
GGAC Axl KokuuGeki.png
"Empty Air Strike"
GGACR Axl j63214S Hitbox.png
Hitbox stays just outside of green effects
•Has minimum height requirement
•In CH state 1~43F

[4]6S

[4]6S
Rensen Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 Mid 12 1×12 39 -15 5 6×3 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20×3 F 18 Launch 36 15 15~16F
GGAC Axl Rensen.png
"Sickle Flash Strike"
GGACR Axl 46S Hitbox.png
First active is inside Axl
•Axl is in CH state 1~40F
•Can cancel into Kyokusa Geki or Sensa Geki on 41F
•Must charge back for at least 30F to perform Rensen Geki
•Max 3 hits
•Projectile, disappears if Axl gets hit

[4]6S > 8

[4]6S > 8
Kyokusa Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 Mid 1 12 40 -18 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 18 Launch 41 15
GGAC Axl Kyokusa.png
"Melody Chain Strike"
GGACR Axl 46D Hitbox.png
First and last hitboxes
•Projectile, disappears if Axl gets hit
•No CH state during move

[4]6S > 2

[4]6S > 2
Sensa Geki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26×5 Low 7 {2(5)}×4,2 17 -5 3 8×5 7×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/2.40×5 R 13 Launch 34 6
GGAC Axl Sensa.png
"Whirling Chain Strike"
GGACR Axl 46S2 Hitbox 1.pngGGACR Axl 46S2 Hitbox 2.png
Active frame 1 • Active frame 2

[4]6H

[4]6H
Rashou Sen
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
1, 80 Unblockable 27 28 34 5 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20×2 18 Launch Down 15
GGAC Axl Rashou.png
"Silk Bell Whirl"
GGACR Axl 46H Hitbox.png
•Axl is in CH state 1~79F
•2nd hit has Dizzy modifier x0
•Must charge back for at least 30F to perform Rashou Sen
•Can cancel to Rashou Sen Feint 25~27F
•Rashou Sen cannot be performed when the opponent is knocked down or in sliding state

[4]6H > P

[4]6H > P
Rashou Sen Feint
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Axl Rashou.png
•Fastest possible Feint is 36F

214P

214P
P Tenhou Seki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Total 31 5 12, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.90 Forced 65% 4~17F Catch High Launch Down 15
GGAC Axl TenhouSekiP.png
GGACR Axl 214P Hitbox.png
P
•Cannot counter projectiles

214K

214K
K Tenhou Seki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Total 31 5 12, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.90 Forced 65% 4~17F Catch Low Launch Down 15
GGAC Axl TenhouSekiK.png
"Heaven Freeing Stone"
GGACR Axl 214K Hitbox.png
K
•Cannot counter projectiles
•In crouching state 4~17F

623P

623P
Hachisubako
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 20 3 22 -11 3 10 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 90% 1~13F High Guardpoint R 13 Launch 25 13
GGAC Axl Hachisubako.png
"Beehive Box"
GGACR Axl 623P Hitbox.png
•Will move during hitstop
•Axl is in CH state 16~22F
•Can cancel into Shiranami no Homura 17~23F

63214S

63214S
S Raiei Sageki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 High/Air 28 4 13+6 after landing -4 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 90% RF 18 Launch 58 + Slide 45 15 26~28F
GGAC Axl RaieiSagekiS.png
"Thunder Shadow Chain Strike"
GGACR Axl 63214S Hitbox.png
•Axl is airborne 4F onwards

63214H

63214H
H Raiei Sageki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 High/Air See notes Until landing 43 3 8×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20×3 Recovery: 1~15F All
Recovery: 16~23F Low Profile
R 13 Launch 35 6
GGAC Axl RaieiSagekiH.png
GGACR Axl 63214H Hitbox.png
•Axl is airborne 7F onwards
•Holding H delays startup (max delayed Startup: 106F)
•Fastest startup to hit standing opponent is 50F (tested on Sol)
•Max 3 hits

j.623H

j.623H
Axl Bomber
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 17 Until Landing 18 after landing 0 5 20 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 Forced 90% RF 18 Launch 40 + GBounce 15 1~4F after landing
GGAC Axl AxlBomberDown.png
GGACR Axl j623H Hitbox.png

Force Breaks

623P > 421D

623P > 421D
Shiranami no Homura
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×2, 50 Mid×2, All 7+0 9,9(13)4 37 -49 3×2, 4 10×3 10×2, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~6F Strike R 13×2, 14 Launch 60×2, 45 13, 6, 14
GGAC Axl Shiranami.png
"Blaze of the White Waves"
GGACR Axl 421D Hitbox 1.pngGGACR Axl 421D Hitbox 2.pngGGACR Axl 421D Hitbox 3.pngGGACR Axl 421D Hitbox 4.pngGGACR Axl 421D Hitbox 5.pngGGACR Axl 421D Hitbox 6.png
1st hit (Frames 7-12) • 1st hit (Frames 13-15) • 2nd hit (Frames 16-18) • 2nd hit (Frames 19-21) • 2nd hit (Frames 22-24) • 3rd hit (Frames 38-41)
•Will move during hitstop
•In CH state for first 7 recovery frames

j.623D

j.623D
FB Axl Bomber
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 9 4 24 5 20 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~5F All
6~20F Throw
R 18 Launch 58 15
GGAC Axl AxlBomberUp.png
Doin' it oldschool
GGACR Axl j623D Hitbox.png
•Axl is in CH state during move

[4]6D

[4]6D
FB Kyokusa Geki
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
52 Mid 8 12 30 -8 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24 80% 18 Launch 27 15
GGAC Axl Kyokusa.png
For when you can't get the FRC
GGACR Axl 46D Hitbox.png
First and last hitboxes
•Disappears if Axl is hit
•Axl is in CH state 1~29F

Overdrives

2363214H

2363214H
Byakue Renshou
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50×2, 20×5 Mid 14+1 4,4(19)13 41 -14 5 20×2, 10×5 6×7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~16F All
17~18F Throw
R 18 Launch 60 7×2, 15×5
GGAC Axl Byakue-1.pngGGAC Axl Byakue-2.png
"Hundredfold Sickle Burn"
GGACR Axl 2363214H Hitbox 1.pngGGACR Axl 2363214H Hitbox 2.pngGGACR Axl 2363214H Hitbox 3.png
1st hit (Frames 15-18) • 2nd hit (Frame 19-22) • Second part (max range)
•Axl is in CH state during move
•Spinning part: chip damage x2
•Straight line part: projectile, disappears if Axl gets hit

Instant Kill

236236H

236236H
Rensen Ougi: Midare Gami
instantkill
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Fatal All 13+15 37 3 -6 5 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
13~18F Strike 18 15
GGAC Axl IK.png
"Sickle Flash Secret Skill: Rioting/Tangled Hair"
GGACR Axl IK Hitbox.png
•IK Mode activation: 90F

Category

Systems Pages