GGACR/Axl Low/Frame Data

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System Data[edit]

Defense:x1.06
Guts:1
Weight:Middleweight (x1.0)
Stun Resistance:60
Prejump:4F
Backdash:16Ff (1~>8F invuln)
Wakeup Time:54F (Face Up) / 49F (Face Down)
Unique Movements:


Normal Moves[edit]

Note: Startup value in [ ] indicates Startup of the weapon's max range.

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Axl 5P.png 24, 16 Mid 9[13] 5(2)6 10 -1 - 6x2 5x2 5.28,2.64 SR 2
  • 2nd hit pulls in opponent on hit (untechable for 21F)
  • 1st hit is untechable for 16F
5[P]GGAC Axl 5P.png 24 Mid 9 5 18 -11 - 6 5 5.28 SR 2
  • Untechable for 16F
  • Axl is in CH state during entire move
5KGGAC Axl 5K.png 16 Mid 6 3 8 +1 - 6 7 2.64 SR 2
c.SGGAC Axl cS.png 28 Mid 8 6 10 +1 - 14 6 3.84 SJR 4
  • Upward hitbox startup is 10F
f.SGGAC Axl fS.png 33 Mid 9 5 19 -10 - 10 7 2.64 SR 3
  • Staggers opponent on ground CH (Max 39F)
5HGGAC Axl 5H.png 42 Mid 16 4 17 -2 - 20 6 3.84 SR 5
  • Groundbounces opponent on CH (untechable for 28F)
  • Knocks down opponent on air hit (untechable for 24F)
6PGGAC Axl 6P.png 32 Mid 9 2 17 -5 1~10F Upper Body 10 7 2.64 SJR 3
  • Knocks down opponent on ground CH
  • Blows back opponent on aerial hit
  • Initial prorate 90%
6KGGAC Axl 6K.png 28,22 Mid 13[17] 5(2)8 19 -9 - 14,10 4,5 3.84x2 SJR 4,3
  • 2nd hit pulls opponent in on hit or block
  • Blows back opponent on aerial CH (untechable for 72F)
6[K]GGAC Axl 6K.png 28 Mid 13 5 29 -17 - 14 4 3.84 SJR 4
  • Blows back opponent on aerial CH (untechable for 72F)
6HGGAC Axl 6H.png 46 High/Air 23 9 0+9 Landing +1 - 20 6 3.84 R 5
  • Initial prorate 90%
  • Axl is airborne 11~31F
  • Untechable for 24F
  • Hits crouching opponents on 27F (tested on Sol)
  • Axl is in crouching state during Recovery (~4F)
5DGGAC Axl 5D.png 20 High 28 6 15 -4 17~27F Foot 11 20 3.84 R 4
2PGGAC Axl 2P.png 22,18 Low, Mid 12[16] 5(2)8 10 -4 - 5,6 4x2 5.28,2.64 SR 2
  • 2nd hit pulls opponent in on hit or block
2[P]GGAC Axl 2P.png 22 Low 12 5 20 -13 - 5 4 5.28 SR 2
  • Axl is in CH state until the move ends
2KGGAC Axl 2K.png 9 L 7 5 6 -1 3~15F Low Profile 3 8 1.44 SR 1
  • Initial prorate 70%
2SGGAC Axl 2S.png 28,22 Mid 8[17] 9,6 12 -2 - 10,6 5,4 5.28,2.64 SJR 3,2
  • 2nd hit pulls opponent in on hit (untechable for 20F)
2[S]GGAC Axl 2S.png 28 Mid 8 15 12 -13 - 10 5 5.28 SJR 3
  • Untechable for 20F if it hits from 10F Active frames and onwards
2HGGAC Axl 2H.png 30,20 Low 11[17] 8,6 16 -5 - 11x2 4 3.84x2 RF 4
  • Staggers opponent on ground hit (max 45F)
  • 2nd hit pulls opponent in on hit or block
  • FRC timing 11~12F
2[H]GGAC Axl 2H.png 30 Low 11 14 16 -13 - 11 4 3.84 R 4
  • Axl is in CH state during recovery
3PGGAC Axl 3P.png 24,11 Low, Mid 11[17] 4(2)3 7 +2 - 8, ?? 7, ?? 2.64, ?? SR 2
  • Knocks down opponent on ground CH
3[P]GGAC Axl 3P.png 24 Low 11 4 12 -4 - 8 7 2.64 SR 2
  • Knocks down opponent on ground CH
2DGGAC Axl 2D.png 30 Low 9 10 12 -8 - 8 7 2.64 SR 3
  • Knocks down opponent on ground hit
j.PGGAC Axl jP.png 10 High/Air 7 4 9 - - 3 8 1.44 SR 1
j.KGGAC Axl jK.png 18 High/Air 8 8 12 - - 10 7 2.64 SJR 3
  • Blows back opponent on air hit (untechable for 20F)
j.SGGAC Axl jS.png 23,16 High/Air, All 11[15] 5(2)9 9 - - 10x2 4 2.64x2 SR 3
  • 2nd hit pulls in opponent on hit or block
j.[S]GGAC Axl jS.png 23 High/Air 11 5 20 - - 10 4 2.64 SR 3
  • Axl is in CH state during the move
j.HGGAC Axl jH.png 38 High/Air 10 12 9 - - 10 7 2.64 SR 3
j.DGGAC Axl jD.png 44 High/Air 10 6 18+5 after landing - - 10 7 2.64 SR 3
  • Knocks down opponent on ground hit
  • Blows back opponent on air hit (untechable for 20F)
j.6P200x200px 17,11 High/Air 7[13] 6(2)3 14 - - 6x2 4,5 2.64x2 SR 3
  • 2nd hit has startup 15F
  • 2nd hit pulls opponent in on hit or block
j.6[P]200x200px 17 High/Air 7 6 18 - - 6 4 2.64 SR 3

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground ThrowGGAC Axl throw.png 50 45 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air ThrowGGAC Axl airThrow.png 60 88 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAAGGAC Axl 6P.png 25 All 17 4 8 +2 1~20F All
21~24F Throw
25~28F Upper Body
10 7 2.64 R 3
  • Wallbounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Special Moves[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
S Benten GariGGAC Axl BentenGari.png
623S
46 Mid 4 4 31 -18 1~4F Above Feet
1~6F Throw
14 19 1.50/4.80 RF 4
  • Floats opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 90%
  • FRC timing 7~8F
H Benten GariGGAC Axl BentenGari.png
623H
36,24 Mid 9 4(4)1(2)1 33 -18 1~8F Lower Body
1~10F Throw
20x2 6x2 1.75/4.80x2 R 5
  • Only Axl's back leg can be hit 9~10F
  • Floats opponent on hit (untechable for 30F)
  • Frame Adv -26 when opponent blocks low
  • Can cancel into ""Followup Axl Bomber"" 32F onwards
Followup Axl BomberGGAC Axl AxlBomberUp.png
623H > 623H
30 F 13 4 45+10 Landing - - - 6 1.75/2.40 R 5
  • Axl is airborne 4F onwards
  • Floats opponent on hit (untechable for 60F)
  • Axl is in CH state while falling
  • Can cancel into ""Kokuu Geki"" on hit 14~25F
Rensen GekiGGAC Axl Rensen.png
[4]6S
20x3 Mid 12 1x12 39 -15 - 0 8 1.00/1.20x3 F 5
  • Floats opponent on hit (untechable for 36F)
  • Axl is in CH state 1~40F
  • Total duration 62F
  • FRC timing 15~16F
  • Can cancel into ""Kyokusa Geki"" or ""Sensa Geki"" from 41F onwards
  • Must charge back for at least 30F to perform Rensen Geki
  • Listed Frame Adv based on opponent blocking Rensen Geki right next to Axl
  • 3 hits max
  • Projectile
  • Disappears if Axl gets hit
Kyokusa GekiGGAC Axl Kyokusa.png
Rensen > 8
35 Mid 1 12 40 -18 - 20 6 -/1.20 - 5
  • Floats opponent on hit (untechable for 41F)
  • Projectile
  • Disappears if Axl gets hit
Sensa GekiGGAC Axl Sensa.png
Rensen > 2
26x5 Low 7 {2(5)}x4,2 17 -5 - 8x5 7x5 -/2.40x5 R 3
  • Knocks down opponent on hit
  • Hitstop 6F
Rashou SenGGAC Axl Rashou.png
[4]6H
1,80 Unblockable 27 - 30 - - - 6x2 3/1.20x2 - 5
  • Knocks down opponent on hit
  • Total duration 88F
  • Axl is in CH state until 79F
  • 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
Rashou Sen FeintGGAC Axl Rashou.png
Rashou > P
- - - - Total:12 - - - - 3.00/- - -
  • Fastest possible Rashou Sen > Feint 36F
P Tenhou SekiGGAC Axl TenhouSekiP.png
214P
60 - - - Total 31 - 4~17F Catch High - 12,6 -/1.20 - 5
  • Knocks down opponent on hit
  • Forced prorate 65%
  • Any non-projectile attack that can be blocked standing can be countered
K Tenhou SekiGGAC Axl TenhouSekiK.png
214K
60 - - - Total:31 - 4~17F Catch Low - 12,6 -/1.20 - 5
  • Knocks down opponent on hit
  • Forced prorate 65%
  • Any non-projectile hit that can be blocked crouching can be countered
HachisubakoGGAC Axl Hachisubako.png
623P
40 Mid 20 3 22 -11 1~13F Guard Strike - 6 -/7.20 R 3
  • Initial prorate 90%
  • Opponent is frozen if autoguard is triggered ???
  • Blowbacks opponent on hit
  • Can cancel into ""Shiranami no Homura"" 2~19F
S Raiei SagekiGGAC Axl RaieiSagekiS.png
63214S
45 High/Air 28 4 13+6 Landing -4 - 20 6 2.00/4.80 RF 5
  • Axl is airborne 4F onwards
  • Slides opponent on hit (untechable for 58F, slides for 45F)
  • Initial prorate 90%
  • FRC timing 26~28F
H Raiei SagekiGGAC Axl RaieiSagekiH.png
63214H
20x3 High/Air See notes - 43 - 1~15F of Recovery: All
16~23F of Recovery: Low Profile
10x3 7x3 1.00/1.20x3 R 3
  • During Recovery: fully invincible 1~15F, low profile 16~23F
  • Axl is airborne 7F onwards
  • Floats opponent on hit (Untechable for 35F)
  • Hitstop 6F
  • Holding H delays startup (max delayed Startup: 106F)
  • Fastest startup to hit standing opponent is 50F (tested on Sol)
  • Max 3 hits
Axl BomberGGAC Axl AxlBomberDown.png
j.623H
60 All 17 Till Landing 18 0 - 20 10 2.00/4.80 RF 5
  • Groundbounces opponent on hit (untechable for 50F)
  • Forced prorate 90%
  • FRC timing during landing 1~4F
Kokuu GekiGGAC Axl KokuuGeki.png
j.63214S
40 Mid 7 19 Landing + 12 - - 20 6 2.00/1.20 F 5
  • Floats opponent on hit (untechable for 40F)
  • FRC timing 34~36F
  • Has minimum height requirement

Force Breaks[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Shiranami no HomuraGGAC Axl Shiranami.png
Hachisubako > 421D
18x2,50 Midx2, All 7+0 9,9(13)4 37 -49 1~7F Strike 10x3 10,10,6 - R 3,3,4
  • Knocks down opponent on hit (untechable for 45F)
  • 2nd hit has hitstop 6F
  • Attack continues even during hitstop
  • 3rd hit can be air blocked
FB Axl BomberGGAC Axl AxlBomberUp.png
j.623D
60 All 9 4 24 - 1~5F All
6~20F Throw
20 9 - R 5
  • Floats opponent on hit (untechable for 58F)
  • Axl can move in air after Axl Bomber ends
FB Kyokusa GekiGGAC Axl Kyokusa.png
[4]6D
52 Mid 8 12 30 -8 - ?? ?? - - 5
  • Floats opponent on hit (Untechable for 27F)
  • Disappears if Axl is hit

Overdrives[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Byakue RenshouGGAC Axl Byakue.png
2363214H
50x2,20x5 Mid 14+1 4,4(19)13 41 -14 1~16F All
17~18F Throw
20x2,10x5 6x7 - R 5
  • Knocks down opponent on hit
  • Axl is in CH state during recovery
  • Spinning part: hitstop 7F, chip damage x2
  • Straight line part: projectile; disappears if Axl gets hit

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Rensen Ougi: Midare GamiGGAC Axl IK.png
During IK Mode: 236236H
Fatal Mid 13+15 37 3 -6 13~18F Strike 20 - - - -
  • IK Mode activation: 90F

Gatling Table[edit]

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 - - 2S 6H - Jump, Sp
c.S 5P, 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - - 5H 5D Sp
2S - 6K - - - Jump, Sp
5H - - - 6H 5D, 2D Sp
2H - - - 6H 5D, 2D -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.6P j.K j.S j.H j.D Sp
j.6P - - - - - 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
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Axl Low/Data.